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|
- // Version 1.70.5 3d-force-graph - https://github.com/vasturiano/3d-force-graph
- (function (global, factory) {
- typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
- typeof define === 'function' && define.amd ? define(factory) :
- (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.ForceGraph3D = factory());
- }(this, (function () { 'use strict';
- function styleInject$1(css, ref) {
- if ( ref === void 0 ) ref = {};
- var insertAt = ref.insertAt;
- if (!css || typeof document === 'undefined') { return; }
- var head = document.head || document.getElementsByTagName('head')[0];
- var style = document.createElement('style');
- style.type = 'text/css';
- if (insertAt === 'top') {
- if (head.firstChild) {
- head.insertBefore(style, head.firstChild);
- } else {
- head.appendChild(style);
- }
- } else {
- head.appendChild(style);
- }
- if (style.styleSheet) {
- style.styleSheet.cssText = css;
- } else {
- style.appendChild(document.createTextNode(css));
- }
- }
- var css_248z$1 = ".graph-info-msg {\n top: 50%;\n width: 100%;\n text-align: center;\n color: lavender;\n opacity: 0.7;\n font-size: 22px;\n position: absolute;\n font-family: Sans-serif;\n}\n\n.scene-container .clickable {\n cursor: pointer;\n}\n\n.scene-container .grabbable {\n cursor: move;\n cursor: grab;\n cursor: -moz-grab;\n cursor: -webkit-grab;\n}\n\n.scene-container .grabbable:active {\n cursor: grabbing;\n cursor: -moz-grabbing;\n cursor: -webkit-grabbing;\n}";
- styleInject$1(css_248z$1);
- function ownKeys$2(object, enumerableOnly) {
- var keys = Object.keys(object);
- if (Object.getOwnPropertySymbols) {
- var symbols = Object.getOwnPropertySymbols(object);
- if (enumerableOnly) {
- symbols = symbols.filter(function (sym) {
- return Object.getOwnPropertyDescriptor(object, sym).enumerable;
- });
- }
- keys.push.apply(keys, symbols);
- }
- return keys;
- }
- function _objectSpread2$2(target) {
- for (var i = 1; i < arguments.length; i++) {
- var source = arguments[i] != null ? arguments[i] : {};
- if (i % 2) {
- ownKeys$2(Object(source), true).forEach(function (key) {
- _defineProperty$3(target, key, source[key]);
- });
- } else if (Object.getOwnPropertyDescriptors) {
- Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));
- } else {
- ownKeys$2(Object(source)).forEach(function (key) {
- Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));
- });
- }
- }
- return target;
- }
- function _defineProperty$3(obj, key, value) {
- if (key in obj) {
- Object.defineProperty(obj, key, {
- value: value,
- enumerable: true,
- configurable: true,
- writable: true
- });
- } else {
- obj[key] = value;
- }
- return obj;
- }
- function _toConsumableArray$4(arr) {
- return _arrayWithoutHoles$4(arr) || _iterableToArray$4(arr) || _unsupportedIterableToArray$5(arr) || _nonIterableSpread$4();
- }
- function _arrayWithoutHoles$4(arr) {
- if (Array.isArray(arr)) return _arrayLikeToArray$5(arr);
- }
- function _iterableToArray$4(iter) {
- if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
- }
- function _unsupportedIterableToArray$5(o, minLen) {
- if (!o) return;
- if (typeof o === "string") return _arrayLikeToArray$5(o, minLen);
- var n = Object.prototype.toString.call(o).slice(8, -1);
- if (n === "Object" && o.constructor) n = o.constructor.name;
- if (n === "Map" || n === "Set") return Array.from(o);
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$5(o, minLen);
- }
- function _arrayLikeToArray$5(arr, len) {
- if (len == null || len > arr.length) len = arr.length;
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
- return arr2;
- }
- function _nonIterableSpread$4() {
- throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- /**
- * @license
- * Copyright 2010-2021 Three.js Authors
- * SPDX-License-Identifier: MIT
- */
- const REVISION = '130';
- const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
- const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
- const CullFaceNone = 0;
- const CullFaceBack = 1;
- const CullFaceFront = 2;
- const PCFShadowMap = 1;
- const PCFSoftShadowMap = 2;
- const VSMShadowMap = 3;
- const FrontSide = 0;
- const BackSide = 1;
- const DoubleSide = 2;
- const FlatShading = 1;
- const NoBlending = 0;
- const NormalBlending = 1;
- const AdditiveBlending = 2;
- const SubtractiveBlending = 3;
- const MultiplyBlending = 4;
- const CustomBlending = 5;
- const AddEquation = 100;
- const SubtractEquation = 101;
- const ReverseSubtractEquation = 102;
- const MinEquation = 103;
- const MaxEquation = 104;
- const ZeroFactor = 200;
- const OneFactor = 201;
- const SrcColorFactor = 202;
- const OneMinusSrcColorFactor = 203;
- const SrcAlphaFactor = 204;
- const OneMinusSrcAlphaFactor = 205;
- const DstAlphaFactor = 206;
- const OneMinusDstAlphaFactor = 207;
- const DstColorFactor = 208;
- const OneMinusDstColorFactor = 209;
- const SrcAlphaSaturateFactor = 210;
- const NeverDepth = 0;
- const AlwaysDepth = 1;
- const LessDepth = 2;
- const LessEqualDepth = 3;
- const EqualDepth = 4;
- const GreaterEqualDepth = 5;
- const GreaterDepth = 6;
- const NotEqualDepth = 7;
- const MultiplyOperation = 0;
- const MixOperation = 1;
- const AddOperation = 2;
- const NoToneMapping = 0;
- const LinearToneMapping = 1;
- const ReinhardToneMapping = 2;
- const CineonToneMapping = 3;
- const ACESFilmicToneMapping = 4;
- const CustomToneMapping = 5;
- const UVMapping = 300;
- const CubeReflectionMapping = 301;
- const CubeRefractionMapping = 302;
- const EquirectangularReflectionMapping = 303;
- const EquirectangularRefractionMapping = 304;
- const CubeUVReflectionMapping = 306;
- const CubeUVRefractionMapping = 307;
- const RepeatWrapping = 1000;
- const ClampToEdgeWrapping = 1001;
- const MirroredRepeatWrapping = 1002;
- const NearestFilter = 1003;
- const NearestMipmapNearestFilter = 1004;
- const NearestMipmapLinearFilter = 1005;
- const LinearFilter = 1006;
- const LinearMipmapNearestFilter = 1007;
- const LinearMipmapLinearFilter = 1008;
- const UnsignedByteType = 1009;
- const ByteType = 1010;
- const ShortType = 1011;
- const UnsignedShortType = 1012;
- const IntType = 1013;
- const UnsignedIntType = 1014;
- const FloatType = 1015;
- const HalfFloatType = 1016;
- const UnsignedShort4444Type = 1017;
- const UnsignedShort5551Type = 1018;
- const UnsignedShort565Type = 1019;
- const UnsignedInt248Type = 1020;
- const AlphaFormat = 1021;
- const RGBFormat = 1022;
- const RGBAFormat = 1023;
- const LuminanceFormat = 1024;
- const LuminanceAlphaFormat = 1025;
- const DepthFormat = 1026;
- const DepthStencilFormat = 1027;
- const RedFormat = 1028;
- const RedIntegerFormat = 1029;
- const RGFormat = 1030;
- const RGIntegerFormat = 1031;
- const RGBIntegerFormat = 1032;
- const RGBAIntegerFormat = 1033;
- const RGB_S3TC_DXT1_Format = 33776;
- const RGBA_S3TC_DXT1_Format = 33777;
- const RGBA_S3TC_DXT3_Format = 33778;
- const RGBA_S3TC_DXT5_Format = 33779;
- const RGB_PVRTC_4BPPV1_Format = 35840;
- const RGB_PVRTC_2BPPV1_Format = 35841;
- const RGBA_PVRTC_4BPPV1_Format = 35842;
- const RGBA_PVRTC_2BPPV1_Format = 35843;
- const RGB_ETC1_Format = 36196;
- const RGB_ETC2_Format = 37492;
- const RGBA_ETC2_EAC_Format = 37496;
- const RGBA_ASTC_4x4_Format = 37808;
- const RGBA_ASTC_5x4_Format = 37809;
- const RGBA_ASTC_5x5_Format = 37810;
- const RGBA_ASTC_6x5_Format = 37811;
- const RGBA_ASTC_6x6_Format = 37812;
- const RGBA_ASTC_8x5_Format = 37813;
- const RGBA_ASTC_8x6_Format = 37814;
- const RGBA_ASTC_8x8_Format = 37815;
- const RGBA_ASTC_10x5_Format = 37816;
- const RGBA_ASTC_10x6_Format = 37817;
- const RGBA_ASTC_10x8_Format = 37818;
- const RGBA_ASTC_10x10_Format = 37819;
- const RGBA_ASTC_12x10_Format = 37820;
- const RGBA_ASTC_12x12_Format = 37821;
- const RGBA_BPTC_Format = 36492;
- const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
- const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
- const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
- const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
- const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
- const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
- const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
- const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
- const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
- const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
- const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
- const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
- const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
- const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
- const LoopOnce = 2200;
- const LoopRepeat = 2201;
- const LoopPingPong = 2202;
- const InterpolateDiscrete = 2300;
- const InterpolateLinear = 2301;
- const InterpolateSmooth = 2302;
- const ZeroCurvatureEnding = 2400;
- const ZeroSlopeEnding = 2401;
- const WrapAroundEnding = 2402;
- const NormalAnimationBlendMode = 2500;
- const AdditiveAnimationBlendMode = 2501;
- const TrianglesDrawMode = 0;
- const LinearEncoding = 3000;
- const sRGBEncoding = 3001;
- const GammaEncoding = 3007;
- const RGBEEncoding = 3002;
- const LogLuvEncoding = 3003;
- const RGBM7Encoding = 3004;
- const RGBM16Encoding = 3005;
- const RGBDEncoding = 3006;
- const BasicDepthPacking = 3200;
- const RGBADepthPacking = 3201;
- const TangentSpaceNormalMap = 0;
- const ObjectSpaceNormalMap = 1;
- const KeepStencilOp = 7680;
- const AlwaysStencilFunc = 519;
- const StaticDrawUsage = 35044;
- const DynamicDrawUsage = 35048;
- const GLSL3 = '300 es';
- /**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
- class EventDispatcher {
- addEventListener( type, listener ) {
- if ( this._listeners === undefined ) this._listeners = {};
- const listeners = this._listeners;
- if ( listeners[ type ] === undefined ) {
- listeners[ type ] = [];
- }
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
- listeners[ type ].push( listener );
- }
- }
- hasEventListener( type, listener ) {
- if ( this._listeners === undefined ) return false;
- const listeners = this._listeners;
- return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
- }
- removeEventListener( type, listener ) {
- if ( this._listeners === undefined ) return;
- const listeners = this._listeners;
- const listenerArray = listeners[ type ];
- if ( listenerArray !== undefined ) {
- const index = listenerArray.indexOf( listener );
- if ( index !== - 1 ) {
- listenerArray.splice( index, 1 );
- }
- }
- }
- dispatchEvent( event ) {
- if ( this._listeners === undefined ) return;
- const listeners = this._listeners;
- const listenerArray = listeners[ event.type ];
- if ( listenerArray !== undefined ) {
- event.target = this;
- // Make a copy, in case listeners are removed while iterating.
- const array = listenerArray.slice( 0 );
- for ( let i = 0, l = array.length; i < l; i ++ ) {
- array[ i ].call( this, event );
- }
- event.target = null;
- }
- }
- }
- const _lut = [];
- for ( let i = 0; i < 256; i ++ ) {
- _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
- }
- const DEG2RAD = Math.PI / 180;
- const RAD2DEG = 180 / Math.PI;
- // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
- function generateUUID() {
- const d0 = Math.random() * 0xffffffff | 0;
- const d1 = Math.random() * 0xffffffff | 0;
- const d2 = Math.random() * 0xffffffff | 0;
- const d3 = Math.random() * 0xffffffff | 0;
- const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
- _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
- _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
- _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
- // .toUpperCase() here flattens concatenated strings to save heap memory space.
- return uuid.toUpperCase();
- }
- function clamp( value, min, max ) {
- return Math.max( min, Math.min( max, value ) );
- }
- // compute euclidian modulo of m % n
- // https://en.wikipedia.org/wiki/Modulo_operation
- function euclideanModulo( n, m ) {
- return ( ( n % m ) + m ) % m;
- }
- // https://en.wikipedia.org/wiki/Linear_interpolation
- function lerp( x, y, t ) {
- return ( 1 - t ) * x + t * y;
- }
- function isPowerOfTwo( value ) {
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
- }
- function floorPowerOfTwo( value ) {
- return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
- }
- class Vector2 {
- constructor( x = 0, y = 0 ) {
- this.x = x;
- this.y = y;
- }
- get width() {
- return this.x;
- }
- set width( value ) {
- this.x = value;
- }
- get height() {
- return this.y;
- }
- set height( value ) {
- this.y = value;
- }
- set( x, y ) {
- this.x = x;
- this.y = y;
- return this;
- }
- setScalar( scalar ) {
- this.x = scalar;
- this.y = scalar;
- return this;
- }
- setX( x ) {
- this.x = x;
- return this;
- }
- setY( y ) {
- this.y = y;
- return this;
- }
- setComponent( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- }
- getComponent( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
- }
- }
- clone() {
- return new this.constructor( this.x, this.y );
- }
- copy( v ) {
- this.x = v.x;
- this.y = v.y;
- return this;
- }
- add( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- return this;
- }
- addScalar( s ) {
- this.x += s;
- this.y += s;
- return this;
- }
- addVectors( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- return this;
- }
- addScaledVector( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- return this;
- }
- sub( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- return this;
- }
- subScalar( s ) {
- this.x -= s;
- this.y -= s;
- return this;
- }
- subVectors( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- return this;
- }
- multiply( v ) {
- this.x *= v.x;
- this.y *= v.y;
- return this;
- }
- multiplyScalar( scalar ) {
- this.x *= scalar;
- this.y *= scalar;
- return this;
- }
- divide( v ) {
- this.x /= v.x;
- this.y /= v.y;
- return this;
- }
- divideScalar( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- }
- applyMatrix3( m ) {
- const x = this.x, y = this.y;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
- return this;
- }
- min( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- return this;
- }
- max( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- return this;
- }
- clamp( min, max ) {
- // assumes min < max, componentwise
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- return this;
- }
- clampScalar( minVal, maxVal ) {
- this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
- this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
- return this;
- }
- clampLength( min, max ) {
- const length = this.length();
- return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
- }
- floor() {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- return this;
- }
- ceil() {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- return this;
- }
- round() {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- return this;
- }
- roundToZero() {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- return this;
- }
- negate() {
- this.x = - this.x;
- this.y = - this.y;
- return this;
- }
- dot( v ) {
- return this.x * v.x + this.y * v.y;
- }
- cross( v ) {
- return this.x * v.y - this.y * v.x;
- }
- lengthSq() {
- return this.x * this.x + this.y * this.y;
- }
- length() {
- return Math.sqrt( this.x * this.x + this.y * this.y );
- }
- manhattanLength() {
- return Math.abs( this.x ) + Math.abs( this.y );
- }
- normalize() {
- return this.divideScalar( this.length() || 1 );
- }
- angle() {
- // computes the angle in radians with respect to the positive x-axis
- const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
- return angle;
- }
- distanceTo( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- }
- distanceToSquared( v ) {
- const dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
- }
- manhattanDistanceTo( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
- }
- setLength( length ) {
- return this.normalize().multiplyScalar( length );
- }
- lerp( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- return this;
- }
- lerpVectors( v1, v2, alpha ) {
- this.x = v1.x + ( v2.x - v1.x ) * alpha;
- this.y = v1.y + ( v2.y - v1.y ) * alpha;
- return this;
- }
- equals( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
- }
- fromArray( array, offset = 0 ) {
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- return this;
- }
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- return array;
- }
- fromBufferAttribute( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- return this;
- }
- rotateAround( center, angle ) {
- const c = Math.cos( angle ), s = Math.sin( angle );
- const x = this.x - center.x;
- const y = this.y - center.y;
- this.x = x * c - y * s + center.x;
- this.y = x * s + y * c + center.y;
- return this;
- }
- random() {
- this.x = Math.random();
- this.y = Math.random();
- return this;
- }
- }
- Vector2.prototype.isVector2 = true;
- class Matrix3 {
- constructor() {
- this.elements = [
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- ];
- if ( arguments.length > 0 ) {
- console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
- }
- }
- set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
- const te = this.elements;
- te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
- te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
- te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
- return this;
- }
- identity() {
- this.set(
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- );
- return this;
- }
- copy( m ) {
- const te = this.elements;
- const me = m.elements;
- te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
- te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
- te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
- return this;
- }
- extractBasis( xAxis, yAxis, zAxis ) {
- xAxis.setFromMatrix3Column( this, 0 );
- yAxis.setFromMatrix3Column( this, 1 );
- zAxis.setFromMatrix3Column( this, 2 );
- return this;
- }
- setFromMatrix4( m ) {
- const me = m.elements;
- this.set(
- me[ 0 ], me[ 4 ], me[ 8 ],
- me[ 1 ], me[ 5 ], me[ 9 ],
- me[ 2 ], me[ 6 ], me[ 10 ]
- );
- return this;
- }
- multiply( m ) {
- return this.multiplyMatrices( this, m );
- }
- premultiply( m ) {
- return this.multiplyMatrices( m, this );
- }
- multiplyMatrices( a, b ) {
- const ae = a.elements;
- const be = b.elements;
- const te = this.elements;
- const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
- const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
- const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
- const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
- const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
- const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
- te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
- te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
- te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
- te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
- te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
- te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
- return this;
- }
- multiplyScalar( s ) {
- const te = this.elements;
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
- return this;
- }
- determinant() {
- const te = this.elements;
- const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
- }
- invert() {
- const te = this.elements,
- n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
- n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
- n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
- t11 = n33 * n22 - n32 * n23,
- t12 = n32 * n13 - n33 * n12,
- t13 = n23 * n12 - n22 * n13,
- det = n11 * t11 + n21 * t12 + n31 * t13;
- if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
- const detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
- te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
- te[ 3 ] = t12 * detInv;
- te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
- te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
- te[ 6 ] = t13 * detInv;
- te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
- te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
- return this;
- }
- transpose() {
- let tmp;
- const m = this.elements;
- tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
- tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
- tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
- return this;
- }
- getNormalMatrix( matrix4 ) {
- return this.setFromMatrix4( matrix4 ).invert().transpose();
- }
- transposeIntoArray( r ) {
- const m = this.elements;
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
- return this;
- }
- setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
- const c = Math.cos( rotation );
- const s = Math.sin( rotation );
- this.set(
- sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
- - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
- 0, 0, 1
- );
- return this;
- }
- scale( sx, sy ) {
- const te = this.elements;
- te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
- te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
- return this;
- }
- rotate( theta ) {
- const c = Math.cos( theta );
- const s = Math.sin( theta );
- const te = this.elements;
- const a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
- const a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
- te[ 0 ] = c * a11 + s * a21;
- te[ 3 ] = c * a12 + s * a22;
- te[ 6 ] = c * a13 + s * a23;
- te[ 1 ] = - s * a11 + c * a21;
- te[ 4 ] = - s * a12 + c * a22;
- te[ 7 ] = - s * a13 + c * a23;
- return this;
- }
- translate( tx, ty ) {
- const te = this.elements;
- te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
- te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
- return this;
- }
- equals( matrix ) {
- const te = this.elements;
- const me = matrix.elements;
- for ( let i = 0; i < 9; i ++ ) {
- if ( te[ i ] !== me[ i ] ) return false;
- }
- return true;
- }
- fromArray( array, offset = 0 ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- }
- toArray( array = [], offset = 0 ) {
- const te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- return array;
- }
- clone() {
- return new this.constructor().fromArray( this.elements );
- }
- }
- Matrix3.prototype.isMatrix3 = true;
- let _canvas;
- class ImageUtils {
- static getDataURL( image ) {
- if ( /^data:/i.test( image.src ) ) {
- return image.src;
- }
- if ( typeof HTMLCanvasElement == 'undefined' ) {
- return image.src;
- }
- let canvas;
- if ( image instanceof HTMLCanvasElement ) {
- canvas = image;
- } else {
- if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- _canvas.width = image.width;
- _canvas.height = image.height;
- const context = _canvas.getContext( '2d' );
- if ( image instanceof ImageData ) {
- context.putImageData( image, 0, 0 );
- } else {
- context.drawImage( image, 0, 0, image.width, image.height );
- }
- canvas = _canvas;
- }
- if ( canvas.width > 2048 || canvas.height > 2048 ) {
- console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
- return canvas.toDataURL( 'image/jpeg', 0.6 );
- } else {
- return canvas.toDataURL( 'image/png' );
- }
- }
- }
- let textureId = 0;
- class Texture extends EventDispatcher {
- constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {
- super();
- Object.defineProperty( this, 'id', { value: textureId ++ } );
- this.uuid = generateUUID();
- this.name = '';
- this.image = image;
- this.mipmaps = [];
- this.mapping = mapping;
- this.wrapS = wrapS;
- this.wrapT = wrapT;
- this.magFilter = magFilter;
- this.minFilter = minFilter;
- this.anisotropy = anisotropy;
- this.format = format;
- this.internalFormat = null;
- this.type = type;
- this.offset = new Vector2( 0, 0 );
- this.repeat = new Vector2( 1, 1 );
- this.center = new Vector2( 0, 0 );
- this.rotation = 0;
- this.matrixAutoUpdate = true;
- this.matrix = new Matrix3();
- this.generateMipmaps = true;
- this.premultiplyAlpha = false;
- this.flipY = true;
- this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
- // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
- //
- // Also changing the encoding after already used by a Material will not automatically make the Material
- // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
- this.encoding = encoding;
- this.version = 0;
- this.onUpdate = null;
- }
- updateMatrix() {
- this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
- }
- clone() {
- return new this.constructor().copy( this );
- }
- copy( source ) {
- this.name = source.name;
- this.image = source.image;
- this.mipmaps = source.mipmaps.slice( 0 );
- this.mapping = source.mapping;
- this.wrapS = source.wrapS;
- this.wrapT = source.wrapT;
- this.magFilter = source.magFilter;
- this.minFilter = source.minFilter;
- this.anisotropy = source.anisotropy;
- this.format = source.format;
- this.internalFormat = source.internalFormat;
- this.type = source.type;
- this.offset.copy( source.offset );
- this.repeat.copy( source.repeat );
- this.center.copy( source.center );
- this.rotation = source.rotation;
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- this.matrix.copy( source.matrix );
- this.generateMipmaps = source.generateMipmaps;
- this.premultiplyAlpha = source.premultiplyAlpha;
- this.flipY = source.flipY;
- this.unpackAlignment = source.unpackAlignment;
- this.encoding = source.encoding;
- return this;
- }
- toJSON( meta ) {
- const isRootObject = ( meta === undefined || typeof meta === 'string' );
- if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
- return meta.textures[ this.uuid ];
- }
- const output = {
- metadata: {
- version: 4.5,
- type: 'Texture',
- generator: 'Texture.toJSON'
- },
- uuid: this.uuid,
- name: this.name,
- mapping: this.mapping,
- repeat: [ this.repeat.x, this.repeat.y ],
- offset: [ this.offset.x, this.offset.y ],
- center: [ this.center.x, this.center.y ],
- rotation: this.rotation,
- wrap: [ this.wrapS, this.wrapT ],
- format: this.format,
- type: this.type,
- encoding: this.encoding,
- minFilter: this.minFilter,
- magFilter: this.magFilter,
- anisotropy: this.anisotropy,
- flipY: this.flipY,
- premultiplyAlpha: this.premultiplyAlpha,
- unpackAlignment: this.unpackAlignment
- };
- if ( this.image !== undefined ) {
- // TODO: Move to THREE.Image
- const image = this.image;
- if ( image.uuid === undefined ) {
- image.uuid = generateUUID(); // UGH
- }
- if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
- let url;
- if ( Array.isArray( image ) ) {
- // process array of images e.g. CubeTexture
- url = [];
- for ( let i = 0, l = image.length; i < l; i ++ ) {
- // check cube texture with data textures
- if ( image[ i ].isDataTexture ) {
- url.push( serializeImage( image[ i ].image ) );
- } else {
- url.push( serializeImage( image[ i ] ) );
- }
- }
- } else {
- // process single image
- url = serializeImage( image );
- }
- meta.images[ image.uuid ] = {
- uuid: image.uuid,
- url: url
- };
- }
- output.image = image.uuid;
- }
- if ( ! isRootObject ) {
- meta.textures[ this.uuid ] = output;
- }
- return output;
- }
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- transformUv( uv ) {
- if ( this.mapping !== UVMapping ) return uv;
- uv.applyMatrix3( this.matrix );
- if ( uv.x < 0 || uv.x > 1 ) {
- switch ( this.wrapS ) {
- case RepeatWrapping:
- uv.x = uv.x - Math.floor( uv.x );
- break;
- case ClampToEdgeWrapping:
- uv.x = uv.x < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
- uv.x = Math.ceil( uv.x ) - uv.x;
- } else {
- uv.x = uv.x - Math.floor( uv.x );
- }
- break;
- }
- }
- if ( uv.y < 0 || uv.y > 1 ) {
- switch ( this.wrapT ) {
- case RepeatWrapping:
- uv.y = uv.y - Math.floor( uv.y );
- break;
- case ClampToEdgeWrapping:
- uv.y = uv.y < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
- uv.y = Math.ceil( uv.y ) - uv.y;
- } else {
- uv.y = uv.y - Math.floor( uv.y );
- }
- break;
- }
- }
- if ( this.flipY ) {
- uv.y = 1 - uv.y;
- }
- return uv;
- }
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- }
- Texture.DEFAULT_IMAGE = undefined;
- Texture.DEFAULT_MAPPING = UVMapping;
- Texture.prototype.isTexture = true;
- function serializeImage( image ) {
- if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
- ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
- ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
- // default images
- return ImageUtils.getDataURL( image );
- } else {
- if ( image.data ) {
- // images of DataTexture
- return {
- data: Array.prototype.slice.call( image.data ),
- width: image.width,
- height: image.height,
- type: image.data.constructor.name
- };
- } else {
- console.warn( 'THREE.Texture: Unable to serialize Texture.' );
- return {};
- }
- }
- }
- class Vector4 {
- constructor( x = 0, y = 0, z = 0, w = 1 ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- }
- get width() {
- return this.z;
- }
- set width( value ) {
- this.z = value;
- }
- get height() {
- return this.w;
- }
- set height( value ) {
- this.w = value;
- }
- set( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- }
- setScalar( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- this.w = scalar;
- return this;
- }
- setX( x ) {
- this.x = x;
- return this;
- }
- setY( y ) {
- this.y = y;
- return this;
- }
- setZ( z ) {
- this.z = z;
- return this;
- }
- setW( w ) {
- this.w = w;
- return this;
- }
- setComponent( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- case 3: this.w = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- }
- getComponent( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- case 3: return this.w;
- default: throw new Error( 'index is out of range: ' + index );
- }
- }
- clone() {
- return new this.constructor( this.x, this.y, this.z, this.w );
- }
- copy( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
- return this;
- }
- add( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
- return this;
- }
- addScalar( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
- return this;
- }
- addVectors( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
- return this;
- }
- addScaledVector( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- this.w += v.w * s;
- return this;
- }
- sub( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
- return this;
- }
- subScalar( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
- return this;
- }
- subVectors( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
- return this;
- }
- multiply( v ) {
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- this.w *= v.w;
- return this;
- }
- multiplyScalar( scalar ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
- return this;
- }
- applyMatrix4( m ) {
- const x = this.x, y = this.y, z = this.z, w = this.w;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
- return this;
- }
- divideScalar( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- }
- setAxisAngleFromQuaternion( q ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
- // q is assumed to be normalized
- this.w = 2 * Math.acos( q.w );
- const s = Math.sqrt( 1 - q.w * q.w );
- if ( s < 0.0001 ) {
- this.x = 1;
- this.y = 0;
- this.z = 0;
- } else {
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
- }
- return this;
- }
- setAxisAngleFromRotationMatrix( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- let angle, x, y, z; // variables for result
- const epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
- te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
- ( Math.abs( m13 - m31 ) < epsilon ) &&
- ( Math.abs( m23 - m32 ) < epsilon ) ) {
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
- if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
- ( Math.abs( m13 + m31 ) < epsilon2 ) &&
- ( Math.abs( m23 + m32 ) < epsilon2 ) &&
- ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
- // this singularity is identity matrix so angle = 0
- this.set( 1, 0, 0, 0 );
- return this; // zero angle, arbitrary axis
- }
- // otherwise this singularity is angle = 180
- angle = Math.PI;
- const xx = ( m11 + 1 ) / 2;
- const yy = ( m22 + 1 ) / 2;
- const zz = ( m33 + 1 ) / 2;
- const xy = ( m12 + m21 ) / 4;
- const xz = ( m13 + m31 ) / 4;
- const yz = ( m23 + m32 ) / 4;
- if ( ( xx > yy ) && ( xx > zz ) ) {
- // m11 is the largest diagonal term
- if ( xx < epsilon ) {
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
- } else {
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
- }
- } else if ( yy > zz ) {
- // m22 is the largest diagonal term
- if ( yy < epsilon ) {
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
- } else {
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
- }
- } else {
- // m33 is the largest diagonal term so base result on this
- if ( zz < epsilon ) {
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
- } else {
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
- }
- }
- this.set( x, y, z, angle );
- return this; // return 180 deg rotation
- }
- // as we have reached here there are no singularities so we can handle normally
- let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
- ( m13 - m31 ) * ( m13 - m31 ) +
- ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
- if ( Math.abs( s ) < 0.001 ) s = 1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
- return this;
- }
- min( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- this.w = Math.min( this.w, v.w );
- return this;
- }
- max( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- this.w = Math.max( this.w, v.w );
- return this;
- }
- clamp( min, max ) {
- // assumes min < max, componentwise
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- this.z = Math.max( min.z, Math.min( max.z, this.z ) );
- this.w = Math.max( min.w, Math.min( max.w, this.w ) );
- return this;
- }
- clampScalar( minVal, maxVal ) {
- this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
- this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
- this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
- this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
- return this;
- }
- clampLength( min, max ) {
- const length = this.length();
- return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
- }
- floor() {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- this.w = Math.floor( this.w );
- return this;
- }
- ceil() {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- this.w = Math.ceil( this.w );
- return this;
- }
- round() {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- this.w = Math.round( this.w );
- return this;
- }
- roundToZero() {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
- return this;
- }
- negate() {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
- return this;
- }
- dot( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
- }
- lengthSq() {
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
- }
- length() {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- }
- manhattanLength() {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
- }
- normalize() {
- return this.divideScalar( this.length() || 1 );
- }
- setLength( length ) {
- return this.normalize().multiplyScalar( length );
- }
- lerp( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
- return this;
- }
- lerpVectors( v1, v2, alpha ) {
- this.x = v1.x + ( v2.x - v1.x ) * alpha;
- this.y = v1.y + ( v2.y - v1.y ) * alpha;
- this.z = v1.z + ( v2.z - v1.z ) * alpha;
- this.w = v1.w + ( v2.w - v1.w ) * alpha;
- return this;
- }
- equals( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
- }
- fromArray( array, offset = 0 ) {
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- this.w = array[ offset + 3 ];
- return this;
- }
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- array[ offset + 3 ] = this.w;
- return array;
- }
- fromBufferAttribute( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- this.w = attribute.getW( index );
- return this;
- }
- random() {
- this.x = Math.random();
- this.y = Math.random();
- this.z = Math.random();
- this.w = Math.random();
- return this;
- }
- }
- Vector4.prototype.isVector4 = true;
- /*
- In options, we can specify:
- * Texture parameters for an auto-generated target texture
- * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
- */
- class WebGLRenderTarget extends EventDispatcher {
- constructor( width, height, options = {} ) {
- super();
- this.width = width;
- this.height = height;
- this.depth = 1;
- this.scissor = new Vector4( 0, 0, width, height );
- this.scissorTest = false;
- this.viewport = new Vector4( 0, 0, width, height );
- this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
- this.texture.image = { width: width, height: height, depth: 1 };
- this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
- this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
- this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
- }
- setTexture( texture ) {
- texture.image = {
- width: this.width,
- height: this.height,
- depth: this.depth
- };
- this.texture = texture;
- }
- setSize( width, height, depth = 1 ) {
- if ( this.width !== width || this.height !== height || this.depth !== depth ) {
- this.width = width;
- this.height = height;
- this.depth = depth;
- this.texture.image.width = width;
- this.texture.image.height = height;
- this.texture.image.depth = depth;
- this.dispose();
- }
- this.viewport.set( 0, 0, width, height );
- this.scissor.set( 0, 0, width, height );
- }
- clone() {
- return new this.constructor().copy( this );
- }
- copy( source ) {
- this.width = source.width;
- this.height = source.height;
- this.depth = source.depth;
- this.viewport.copy( source.viewport );
- this.texture = source.texture.clone();
- this.texture.image = { ...this.texture.image }; // See #20328.
- this.depthBuffer = source.depthBuffer;
- this.stencilBuffer = source.stencilBuffer;
- this.depthTexture = source.depthTexture;
- return this;
- }
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- }
- WebGLRenderTarget.prototype.isWebGLRenderTarget = true;
- class WebGLMultipleRenderTargets extends WebGLRenderTarget {
- constructor( width, height, count ) {
- super( width, height );
- const texture = this.texture;
- this.texture = [];
- for ( let i = 0; i < count; i ++ ) {
- this.texture[ i ] = texture.clone();
- }
- }
- setSize( width, height, depth = 1 ) {
- if ( this.width !== width || this.height !== height || this.depth !== depth ) {
- this.width = width;
- this.height = height;
- this.depth = depth;
- for ( let i = 0, il = this.texture.length; i < il; i ++ ) {
- this.texture[ i ].image.width = width;
- this.texture[ i ].image.height = height;
- this.texture[ i ].image.depth = depth;
- }
- this.dispose();
- }
- this.viewport.set( 0, 0, width, height );
- this.scissor.set( 0, 0, width, height );
- return this;
- }
- copy( source ) {
- this.dispose();
- this.width = source.width;
- this.height = source.height;
- this.depth = source.depth;
- this.viewport.set( 0, 0, this.width, this.height );
- this.scissor.set( 0, 0, this.width, this.height );
- this.depthBuffer = source.depthBuffer;
- this.stencilBuffer = source.stencilBuffer;
- this.depthTexture = source.depthTexture;
- this.texture.length = 0;
- for ( let i = 0, il = source.texture.length; i < il; i ++ ) {
- this.texture[ i ] = source.texture[ i ].clone();
- }
- return this;
- }
- }
- WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;
- class WebGLMultisampleRenderTarget extends WebGLRenderTarget {
- constructor( width, height, options ) {
- super( width, height, options );
- this.samples = 4;
- }
- copy( source ) {
- super.copy.call( this, source );
- this.samples = source.samples;
- return this;
- }
- }
- WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;
- class Quaternion {
- constructor( x = 0, y = 0, z = 0, w = 1 ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
- }
- static slerp( qa, qb, qm, t ) {
- console.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );
- return qm.slerpQuaternions( qa, qb, t );
- }
- static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
- // fuzz-free, array-based Quaternion SLERP operation
- let x0 = src0[ srcOffset0 + 0 ],
- y0 = src0[ srcOffset0 + 1 ],
- z0 = src0[ srcOffset0 + 2 ],
- w0 = src0[ srcOffset0 + 3 ];
- const x1 = src1[ srcOffset1 + 0 ],
- y1 = src1[ srcOffset1 + 1 ],
- z1 = src1[ srcOffset1 + 2 ],
- w1 = src1[ srcOffset1 + 3 ];
- if ( t === 0 ) {
- dst[ dstOffset + 0 ] = x0;
- dst[ dstOffset + 1 ] = y0;
- dst[ dstOffset + 2 ] = z0;
- dst[ dstOffset + 3 ] = w0;
- return;
- }
- if ( t === 1 ) {
- dst[ dstOffset + 0 ] = x1;
- dst[ dstOffset + 1 ] = y1;
- dst[ dstOffset + 2 ] = z1;
- dst[ dstOffset + 3 ] = w1;
- return;
- }
- if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
- let s = 1 - t;
- const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
- dir = ( cos >= 0 ? 1 : - 1 ),
- sqrSin = 1 - cos * cos;
- // Skip the Slerp for tiny steps to avoid numeric problems:
- if ( sqrSin > Number.EPSILON ) {
- const sin = Math.sqrt( sqrSin ),
- len = Math.atan2( sin, cos * dir );
- s = Math.sin( s * len ) / sin;
- t = Math.sin( t * len ) / sin;
- }
- const tDir = t * dir;
- x0 = x0 * s + x1 * tDir;
- y0 = y0 * s + y1 * tDir;
- z0 = z0 * s + z1 * tDir;
- w0 = w0 * s + w1 * tDir;
- // Normalize in case we just did a lerp:
- if ( s === 1 - t ) {
- const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
- x0 *= f;
- y0 *= f;
- z0 *= f;
- w0 *= f;
- }
- }
- dst[ dstOffset ] = x0;
- dst[ dstOffset + 1 ] = y0;
- dst[ dstOffset + 2 ] = z0;
- dst[ dstOffset + 3 ] = w0;
- }
- static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
- const x0 = src0[ srcOffset0 ];
- const y0 = src0[ srcOffset0 + 1 ];
- const z0 = src0[ srcOffset0 + 2 ];
- const w0 = src0[ srcOffset0 + 3 ];
- const x1 = src1[ srcOffset1 ];
- const y1 = src1[ srcOffset1 + 1 ];
- const z1 = src1[ srcOffset1 + 2 ];
- const w1 = src1[ srcOffset1 + 3 ];
- dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
- dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
- dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
- dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
- return dst;
- }
- get x() {
- return this._x;
- }
- set x( value ) {
- this._x = value;
- this._onChangeCallback();
- }
- get y() {
- return this._y;
- }
- set y( value ) {
- this._y = value;
- this._onChangeCallback();
- }
- get z() {
- return this._z;
- }
- set z( value ) {
- this._z = value;
- this._onChangeCallback();
- }
- get w() {
- return this._w;
- }
- set w( value ) {
- this._w = value;
- this._onChangeCallback();
- }
- set( x, y, z, w ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
- this._onChangeCallback();
- return this;
- }
- clone() {
- return new this.constructor( this._x, this._y, this._z, this._w );
- }
- copy( quaternion ) {
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
- this._onChangeCallback();
- return this;
- }
- setFromEuler( euler, update ) {
- if ( ! ( euler && euler.isEuler ) ) {
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
- }
- const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
- const cos = Math.cos;
- const sin = Math.sin;
- const c1 = cos( x / 2 );
- const c2 = cos( y / 2 );
- const c3 = cos( z / 2 );
- const s1 = sin( x / 2 );
- const s2 = sin( y / 2 );
- const s3 = sin( z / 2 );
- switch ( order ) {
- case 'XYZ':
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- break;
- case 'YXZ':
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- break;
- case 'ZXY':
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- break;
- case 'ZYX':
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- break;
- case 'YZX':
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- break;
- case 'XZY':
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- break;
- default:
- console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
- }
- if ( update !== false ) this._onChangeCallback();
- return this;
- }
- setFromAxisAngle( axis, angle ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- // assumes axis is normalized
- const halfAngle = angle / 2, s = Math.sin( halfAngle );
- this._x = axis.x * s;
- this._y = axis.y * s;
- this._z = axis.z * s;
- this._w = Math.cos( halfAngle );
- this._onChangeCallback();
- return this;
- }
- setFromRotationMatrix( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- const te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
- trace = m11 + m22 + m33;
- if ( trace > 0 ) {
- const s = 0.5 / Math.sqrt( trace + 1.0 );
- this._w = 0.25 / s;
- this._x = ( m32 - m23 ) * s;
- this._y = ( m13 - m31 ) * s;
- this._z = ( m21 - m12 ) * s;
- } else if ( m11 > m22 && m11 > m33 ) {
- const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
- this._w = ( m32 - m23 ) / s;
- this._x = 0.25 * s;
- this._y = ( m12 + m21 ) / s;
- this._z = ( m13 + m31 ) / s;
- } else if ( m22 > m33 ) {
- const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
- this._w = ( m13 - m31 ) / s;
- this._x = ( m12 + m21 ) / s;
- this._y = 0.25 * s;
- this._z = ( m23 + m32 ) / s;
- } else {
- const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
- this._w = ( m21 - m12 ) / s;
- this._x = ( m13 + m31 ) / s;
- this._y = ( m23 + m32 ) / s;
- this._z = 0.25 * s;
- }
- this._onChangeCallback();
- return this;
- }
- setFromUnitVectors( vFrom, vTo ) {
- // assumes direction vectors vFrom and vTo are normalized
- let r = vFrom.dot( vTo ) + 1;
- if ( r < Number.EPSILON ) {
- // vFrom and vTo point in opposite directions
- r = 0;
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
- this._x = - vFrom.y;
- this._y = vFrom.x;
- this._z = 0;
- this._w = r;
- } else {
- this._x = 0;
- this._y = - vFrom.z;
- this._z = vFrom.y;
- this._w = r;
- }
- } else {
- // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
- this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
- this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
- this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
- this._w = r;
- }
- return this.normalize();
- }
- angleTo( q ) {
- return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );
- }
- rotateTowards( q, step ) {
- const angle = this.angleTo( q );
- if ( angle === 0 ) return this;
- const t = Math.min( 1, step / angle );
- this.slerp( q, t );
- return this;
- }
- identity() {
- return this.set( 0, 0, 0, 1 );
- }
- invert() {
- // quaternion is assumed to have unit length
- return this.conjugate();
- }
- conjugate() {
- this._x *= - 1;
- this._y *= - 1;
- this._z *= - 1;
- this._onChangeCallback();
- return this;
- }
- dot( v ) {
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
- }
- lengthSq() {
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
- }
- length() {
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
- }
- normalize() {
- let l = this.length();
- if ( l === 0 ) {
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
- } else {
- l = 1 / l;
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
- }
- this._onChangeCallback();
- return this;
- }
- multiply( q, p ) {
- if ( p !== undefined ) {
- console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
- return this.multiplyQuaternions( q, p );
- }
- return this.multiplyQuaternions( this, q );
- }
- premultiply( q ) {
- return this.multiplyQuaternions( q, this );
- }
- multiplyQuaternions( a, b ) {
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
- const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
- const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
- this._onChangeCallback();
- return this;
- }
- slerp( qb, t ) {
- if ( t === 0 ) return this;
- if ( t === 1 ) return this.copy( qb );
- const x = this._x, y = this._y, z = this._z, w = this._w;
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
- let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
- if ( cosHalfTheta < 0 ) {
- this._w = - qb._w;
- this._x = - qb._x;
- this._y = - qb._y;
- this._z = - qb._z;
- cosHalfTheta = - cosHalfTheta;
- } else {
- this.copy( qb );
- }
- if ( cosHalfTheta >= 1.0 ) {
- this._w = w;
- this._x = x;
- this._y = y;
- this._z = z;
- return this;
- }
- const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
- if ( sqrSinHalfTheta <= Number.EPSILON ) {
- const s = 1 - t;
- this._w = s * w + t * this._w;
- this._x = s * x + t * this._x;
- this._y = s * y + t * this._y;
- this._z = s * z + t * this._z;
- this.normalize();
- this._onChangeCallback();
- return this;
- }
- const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
- const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
- const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- this._w = ( w * ratioA + this._w * ratioB );
- this._x = ( x * ratioA + this._x * ratioB );
- this._y = ( y * ratioA + this._y * ratioB );
- this._z = ( z * ratioA + this._z * ratioB );
- this._onChangeCallback();
- return this;
- }
- slerpQuaternions( qa, qb, t ) {
- this.copy( qa ).slerp( qb, t );
- }
- equals( quaternion ) {
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
- }
- fromArray( array, offset = 0 ) {
- this._x = array[ offset ];
- this._y = array[ offset + 1 ];
- this._z = array[ offset + 2 ];
- this._w = array[ offset + 3 ];
- this._onChangeCallback();
- return this;
- }
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._w;
- return array;
- }
- fromBufferAttribute( attribute, index ) {
- this._x = attribute.getX( index );
- this._y = attribute.getY( index );
- this._z = attribute.getZ( index );
- this._w = attribute.getW( index );
- return this;
- }
- _onChange( callback ) {
- this._onChangeCallback = callback;
- return this;
- }
- _onChangeCallback() {}
- }
- Quaternion.prototype.isQuaternion = true;
- class Vector3 {
- constructor( x = 0, y = 0, z = 0 ) {
- this.x = x;
- this.y = y;
- this.z = z;
- }
- set( x, y, z ) {
- if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- }
- setScalar( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- return this;
- }
- setX( x ) {
- this.x = x;
- return this;
- }
- setY( y ) {
- this.y = y;
- return this;
- }
- setZ( z ) {
- this.z = z;
- return this;
- }
- setComponent( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- }
- getComponent( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- default: throw new Error( 'index is out of range: ' + index );
- }
- }
- clone() {
- return new this.constructor( this.x, this.y, this.z );
- }
- copy( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- return this;
- }
- add( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- return this;
- }
- addScalar( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- return this;
- }
- addVectors( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- return this;
- }
- addScaledVector( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- return this;
- }
- sub( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- return this;
- }
- subScalar( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- return this;
- }
- subVectors( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- return this;
- }
- multiply( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
- return this.multiplyVectors( v, w );
- }
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- return this;
- }
- multiplyScalar( scalar ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- return this;
- }
- multiplyVectors( a, b ) {
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
- return this;
- }
- applyEuler( euler ) {
- if ( ! ( euler && euler.isEuler ) ) {
- console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
- }
- return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
- }
- applyAxisAngle( axis, angle ) {
- return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
- }
- applyMatrix3( m ) {
- const x = this.x, y = this.y, z = this.z;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
- return this;
- }
- applyNormalMatrix( m ) {
- return this.applyMatrix3( m ).normalize();
- }
- applyMatrix4( m ) {
- const x = this.x, y = this.y, z = this.z;
- const e = m.elements;
- const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
- return this;
- }
- applyQuaternion( q ) {
- const x = this.x, y = this.y, z = this.z;
- const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
- // calculate quat * vector
- const ix = qw * x + qy * z - qz * y;
- const iy = qw * y + qz * x - qx * z;
- const iz = qw * z + qx * y - qy * x;
- const iw = - qx * x - qy * y - qz * z;
- // calculate result * inverse quat
- this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
- this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
- this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
- return this;
- }
- project( camera ) {
- return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
- }
- unproject( camera ) {
- return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
- }
- transformDirection( m ) {
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
- const x = this.x, y = this.y, z = this.z;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
- return this.normalize();
- }
- divide( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- }
- divideScalar( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- }
- min( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- return this;
- }
- max( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- return this;
- }
- clamp( min, max ) {
- // assumes min < max, componentwise
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- this.z = Math.max( min.z, Math.min( max.z, this.z ) );
- return this;
- }
- clampScalar( minVal, maxVal ) {
- this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
- this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
- this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
- return this;
- }
- clampLength( min, max ) {
- const length = this.length();
- return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
- }
- floor() {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- return this;
- }
- ceil() {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- return this;
- }
- round() {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- return this;
- }
- roundToZero() {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- return this;
- }
- negate() {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- return this;
- }
- dot( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- }
- // TODO lengthSquared?
- lengthSq() {
- return this.x * this.x + this.y * this.y + this.z * this.z;
- }
- length() {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
- }
- manhattanLength() {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- }
- normalize() {
- return this.divideScalar( this.length() || 1 );
- }
- setLength( length ) {
- return this.normalize().multiplyScalar( length );
- }
- lerp( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- return this;
- }
- lerpVectors( v1, v2, alpha ) {
- this.x = v1.x + ( v2.x - v1.x ) * alpha;
- this.y = v1.y + ( v2.y - v1.y ) * alpha;
- this.z = v1.z + ( v2.z - v1.z ) * alpha;
- return this;
- }
- cross( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
- return this.crossVectors( v, w );
- }
- return this.crossVectors( this, v );
- }
- crossVectors( a, b ) {
- const ax = a.x, ay = a.y, az = a.z;
- const bx = b.x, by = b.y, bz = b.z;
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
- return this;
- }
- projectOnVector( v ) {
- const denominator = v.lengthSq();
- if ( denominator === 0 ) return this.set( 0, 0, 0 );
- const scalar = v.dot( this ) / denominator;
- return this.copy( v ).multiplyScalar( scalar );
- }
- projectOnPlane( planeNormal ) {
- _vector$c.copy( this ).projectOnVector( planeNormal );
- return this.sub( _vector$c );
- }
- reflect( normal ) {
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
- return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
- }
- angleTo( v ) {
- const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
- if ( denominator === 0 ) return Math.PI / 2;
- const theta = this.dot( v ) / denominator;
- // clamp, to handle numerical problems
- return Math.acos( clamp( theta, - 1, 1 ) );
- }
- distanceTo( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- }
- distanceToSquared( v ) {
- const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
- return dx * dx + dy * dy + dz * dz;
- }
- manhattanDistanceTo( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
- }
- setFromSpherical( s ) {
- return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
- }
- setFromSphericalCoords( radius, phi, theta ) {
- const sinPhiRadius = Math.sin( phi ) * radius;
- this.x = sinPhiRadius * Math.sin( theta );
- this.y = Math.cos( phi ) * radius;
- this.z = sinPhiRadius * Math.cos( theta );
- return this;
- }
- setFromCylindrical( c ) {
- return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
- }
- setFromCylindricalCoords( radius, theta, y ) {
- this.x = radius * Math.sin( theta );
- this.y = y;
- this.z = radius * Math.cos( theta );
- return this;
- }
- setFromMatrixPosition( m ) {
- const e = m.elements;
- this.x = e[ 12 ];
- this.y = e[ 13 ];
- this.z = e[ 14 ];
- return this;
- }
- setFromMatrixScale( m ) {
- const sx = this.setFromMatrixColumn( m, 0 ).length();
- const sy = this.setFromMatrixColumn( m, 1 ).length();
- const sz = this.setFromMatrixColumn( m, 2 ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- return this;
- }
- setFromMatrixColumn( m, index ) {
- return this.fromArray( m.elements, index * 4 );
- }
- setFromMatrix3Column( m, index ) {
- return this.fromArray( m.elements, index * 3 );
- }
- equals( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- }
- fromArray( array, offset = 0 ) {
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- return this;
- }
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- return array;
- }
- fromBufferAttribute( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- return this;
- }
- random() {
- this.x = Math.random();
- this.y = Math.random();
- this.z = Math.random();
- return this;
- }
- }
- Vector3.prototype.isVector3 = true;
- const _vector$c = /*@__PURE__*/ new Vector3();
- const _quaternion$4 = /*@__PURE__*/ new Quaternion();
- class Box3 {
- constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
- this.min = min;
- this.max = max;
- }
- set( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- }
- setFromArray( array ) {
- let minX = + Infinity;
- let minY = + Infinity;
- let minZ = + Infinity;
- let maxX = - Infinity;
- let maxY = - Infinity;
- let maxZ = - Infinity;
- for ( let i = 0, l = array.length; i < l; i += 3 ) {
- const x = array[ i ];
- const y = array[ i + 1 ];
- const z = array[ i + 2 ];
- if ( x < minX ) minX = x;
- if ( y < minY ) minY = y;
- if ( z < minZ ) minZ = z;
- if ( x > maxX ) maxX = x;
- if ( y > maxY ) maxY = y;
- if ( z > maxZ ) maxZ = z;
- }
- this.min.set( minX, minY, minZ );
- this.max.set( maxX, maxY, maxZ );
- return this;
- }
- setFromBufferAttribute( attribute ) {
- let minX = + Infinity;
- let minY = + Infinity;
- let minZ = + Infinity;
- let maxX = - Infinity;
- let maxY = - Infinity;
- let maxZ = - Infinity;
- for ( let i = 0, l = attribute.count; i < l; i ++ ) {
- const x = attribute.getX( i );
- const y = attribute.getY( i );
- const z = attribute.getZ( i );
- if ( x < minX ) minX = x;
- if ( y < minY ) minY = y;
- if ( z < minZ ) minZ = z;
- if ( x > maxX ) maxX = x;
- if ( y > maxY ) maxY = y;
- if ( z > maxZ ) maxZ = z;
- }
- this.min.set( minX, minY, minZ );
- this.max.set( maxX, maxY, maxZ );
- return this;
- }
- setFromPoints( points ) {
- this.makeEmpty();
- for ( let i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint( points[ i ] );
- }
- return this;
- }
- setFromCenterAndSize( center, size ) {
- const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
- return this;
- }
- setFromObject( object ) {
- this.makeEmpty();
- return this.expandByObject( object );
- }
- clone() {
- return new this.constructor().copy( this );
- }
- copy( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- }
- makeEmpty() {
- this.min.x = this.min.y = this.min.z = + Infinity;
- this.max.x = this.max.y = this.max.z = - Infinity;
- return this;
- }
- isEmpty() {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
- }
- getCenter( target ) {
- return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- }
- getSize( target ) {
- return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
- }
- expandByPoint( point ) {
- this.min.min( point );
- this.max.max( point );
- return this;
- }
- expandByVector( vector ) {
- this.min.sub( vector );
- this.max.add( vector );
- return this;
- }
- expandByScalar( scalar ) {
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
- return this;
- }
- expandByObject( object ) {
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and children's, world transforms
- object.updateWorldMatrix( false, false );
- const geometry = object.geometry;
- if ( geometry !== undefined ) {
- if ( geometry.boundingBox === null ) {
- geometry.computeBoundingBox();
- }
- _box$3.copy( geometry.boundingBox );
- _box$3.applyMatrix4( object.matrixWorld );
- this.union( _box$3 );
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- this.expandByObject( children[ i ] );
- }
- return this;
- }
- containsPoint( point ) {
- return point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ||
- point.z < this.min.z || point.z > this.max.z ? false : true;
- }
- containsBox( box ) {
- return this.min.x <= box.min.x && box.max.x <= this.max.x &&
- this.min.y <= box.min.y && box.max.y <= this.max.y &&
- this.min.z <= box.min.z && box.max.z <= this.max.z;
- }
- getParameter( point, target ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- return target.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
- }
- intersectsBox( box ) {
- // using 6 splitting planes to rule out intersections.
- return box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ||
- box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
- }
- intersectsSphere( sphere ) {
- // Find the point on the AABB closest to the sphere center.
- this.clampPoint( sphere.center, _vector$b );
- // If that point is inside the sphere, the AABB and sphere intersect.
- return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
- }
- intersectsPlane( plane ) {
- // We compute the minimum and maximum dot product values. If those values
- // are on the same side (back or front) of the plane, then there is no intersection.
- let min, max;
- if ( plane.normal.x > 0 ) {
- min = plane.normal.x * this.min.x;
- max = plane.normal.x * this.max.x;
- } else {
- min = plane.normal.x * this.max.x;
- max = plane.normal.x * this.min.x;
- }
- if ( plane.normal.y > 0 ) {
- min += plane.normal.y * this.min.y;
- max += plane.normal.y * this.max.y;
- } else {
- min += plane.normal.y * this.max.y;
- max += plane.normal.y * this.min.y;
- }
- if ( plane.normal.z > 0 ) {
- min += plane.normal.z * this.min.z;
- max += plane.normal.z * this.max.z;
- } else {
- min += plane.normal.z * this.max.z;
- max += plane.normal.z * this.min.z;
- }
- return ( min <= - plane.constant && max >= - plane.constant );
- }
- intersectsTriangle( triangle ) {
- if ( this.isEmpty() ) {
- return false;
- }
- // compute box center and extents
- this.getCenter( _center );
- _extents.subVectors( this.max, _center );
- // translate triangle to aabb origin
- _v0$2.subVectors( triangle.a, _center );
- _v1$7.subVectors( triangle.b, _center );
- _v2$3.subVectors( triangle.c, _center );
- // compute edge vectors for triangle
- _f0.subVectors( _v1$7, _v0$2 );
- _f1.subVectors( _v2$3, _v1$7 );
- _f2.subVectors( _v0$2, _v2$3 );
- // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
- // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
- // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
- let axes = [
- 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
- _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
- - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
- ];
- if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {
- return false;
- }
- // test 3 face normals from the aabb
- axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
- if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {
- return false;
- }
- // finally testing the face normal of the triangle
- // use already existing triangle edge vectors here
- _triangleNormal.crossVectors( _f0, _f1 );
- axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
- return satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );
- }
- clampPoint( point, target ) {
- return target.copy( point ).clamp( this.min, this.max );
- }
- distanceToPoint( point ) {
- const clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
- }
- getBoundingSphere( target ) {
- this.getCenter( target.center );
- target.radius = this.getSize( _vector$b ).length() * 0.5;
- return target;
- }
- intersect( box ) {
- this.min.max( box.min );
- this.max.min( box.max );
- // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
- if ( this.isEmpty() ) this.makeEmpty();
- return this;
- }
- union( box ) {
- this.min.min( box.min );
- this.max.max( box.max );
- return this;
- }
- applyMatrix4( matrix ) {
- // transform of empty box is an empty box.
- if ( this.isEmpty() ) return this;
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
- _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
- _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
- _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
- _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
- _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
- _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
- _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
- this.setFromPoints( _points );
- return this;
- }
- translate( offset ) {
- this.min.add( offset );
- this.max.add( offset );
- return this;
- }
- equals( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- }
- }
- Box3.prototype.isBox3 = true;
- const _points = [
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3()
- ];
- const _vector$b = /*@__PURE__*/ new Vector3();
- const _box$3 = /*@__PURE__*/ new Box3();
- // triangle centered vertices
- const _v0$2 = /*@__PURE__*/ new Vector3();
- const _v1$7 = /*@__PURE__*/ new Vector3();
- const _v2$3 = /*@__PURE__*/ new Vector3();
- // triangle edge vectors
- const _f0 = /*@__PURE__*/ new Vector3();
- const _f1 = /*@__PURE__*/ new Vector3();
- const _f2 = /*@__PURE__*/ new Vector3();
- const _center = /*@__PURE__*/ new Vector3();
- const _extents = /*@__PURE__*/ new Vector3();
- const _triangleNormal = /*@__PURE__*/ new Vector3();
- const _testAxis = /*@__PURE__*/ new Vector3();
- function satForAxes( axes, v0, v1, v2, extents ) {
- for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
- _testAxis.fromArray( axes, i );
- // project the aabb onto the seperating axis
- const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
- // project all 3 vertices of the triangle onto the seperating axis
- const p0 = v0.dot( _testAxis );
- const p1 = v1.dot( _testAxis );
- const p2 = v2.dot( _testAxis );
- // actual test, basically see if either of the most extreme of the triangle points intersects r
- if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
- // points of the projected triangle are outside the projected half-length of the aabb
- // the axis is seperating and we can exit
- return false;
- }
- }
- return true;
- }
- const _box$2 = /*@__PURE__*/ new Box3();
- const _v1$6 = /*@__PURE__*/ new Vector3();
- const _toFarthestPoint = /*@__PURE__*/ new Vector3();
- const _toPoint = /*@__PURE__*/ new Vector3();
- class Sphere {
- constructor( center = new Vector3(), radius = - 1 ) {
- this.center = center;
- this.radius = radius;
- }
- set( center, radius ) {
- this.center.copy( center );
- this.radius = radius;
- return this;
- }
- setFromPoints( points, optionalCenter ) {
- const center = this.center;
- if ( optionalCenter !== undefined ) {
- center.copy( optionalCenter );
- } else {
- _box$2.setFromPoints( points ).getCenter( center );
- }
- let maxRadiusSq = 0;
- for ( let i = 0, il = points.length; i < il; i ++ ) {
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
- }
- this.radius = Math.sqrt( maxRadiusSq );
- return this;
- }
- copy( sphere ) {
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
- return this;
- }
- isEmpty() {
- return ( this.radius < 0 );
- }
- makeEmpty() {
- this.center.set( 0, 0, 0 );
- this.radius = - 1;
- return this;
- }
- containsPoint( point ) {
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
- }
- distanceToPoint( point ) {
- return ( point.distanceTo( this.center ) - this.radius );
- }
- intersectsSphere( sphere ) {
- const radiusSum = this.radius + sphere.radius;
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
- }
- intersectsBox( box ) {
- return box.intersectsSphere( this );
- }
- intersectsPlane( plane ) {
- return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
- }
- clampPoint( point, target ) {
- const deltaLengthSq = this.center.distanceToSquared( point );
- target.copy( point );
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
- target.sub( this.center ).normalize();
- target.multiplyScalar( this.radius ).add( this.center );
- }
- return target;
- }
- getBoundingBox( target ) {
- if ( this.isEmpty() ) {
- // Empty sphere produces empty bounding box
- target.makeEmpty();
- return target;
- }
- target.set( this.center, this.center );
- target.expandByScalar( this.radius );
- return target;
- }
- applyMatrix4( matrix ) {
- this.center.applyMatrix4( matrix );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
- return this;
- }
- translate( offset ) {
- this.center.add( offset );
- return this;
- }
- expandByPoint( point ) {
- // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671
- _toPoint.subVectors( point, this.center );
- const lengthSq = _toPoint.lengthSq();
- if ( lengthSq > ( this.radius * this.radius ) ) {
- const length = Math.sqrt( lengthSq );
- const missingRadiusHalf = ( length - this.radius ) * 0.5;
- // Nudge this sphere towards the target point. Add half the missing distance to radius,
- // and the other half to position. This gives a tighter enclosure, instead of if
- // the whole missing distance were just added to radius.
- this.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );
- this.radius += missingRadiusHalf;
- }
- return this;
- }
- union( sphere ) {
- // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769
- // To enclose another sphere into this sphere, we only need to enclose two points:
- // 1) Enclose the farthest point on the other sphere into this sphere.
- // 2) Enclose the opposite point of the farthest point into this sphere.
- _toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );
- this.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );
- this.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );
- return this;
- }
- equals( sphere ) {
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
- }
- clone() {
- return new this.constructor().copy( this );
- }
- }
- const _vector$a = /*@__PURE__*/ new Vector3();
- const _segCenter = /*@__PURE__*/ new Vector3();
- const _segDir = /*@__PURE__*/ new Vector3();
- const _diff = /*@__PURE__*/ new Vector3();
- const _edge1 = /*@__PURE__*/ new Vector3();
- const _edge2 = /*@__PURE__*/ new Vector3();
- const _normal$1 = /*@__PURE__*/ new Vector3();
- class Ray {
- constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
- this.origin = origin;
- this.direction = direction;
- }
- set( origin, direction ) {
- this.origin.copy( origin );
- this.direction.copy( direction );
- return this;
- }
- copy( ray ) {
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
- return this;
- }
- at( t, target ) {
- return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
- }
- lookAt( v ) {
- this.direction.copy( v ).sub( this.origin ).normalize();
- return this;
- }
- recast( t ) {
- this.origin.copy( this.at( t, _vector$a ) );
- return this;
- }
- closestPointToPoint( point, target ) {
- target.subVectors( point, this.origin );
- const directionDistance = target.dot( this.direction );
- if ( directionDistance < 0 ) {
- return target.copy( this.origin );
- }
- return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- }
- distanceToPoint( point ) {
- return Math.sqrt( this.distanceSqToPoint( point ) );
- }
- distanceSqToPoint( point ) {
- const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
- // point behind the ray
- if ( directionDistance < 0 ) {
- return this.origin.distanceToSquared( point );
- }
- _vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- return _vector$a.distanceToSquared( point );
- }
- distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
- // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
- _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
- _segDir.copy( v1 ).sub( v0 ).normalize();
- _diff.copy( this.origin ).sub( _segCenter );
- const segExtent = v0.distanceTo( v1 ) * 0.5;
- const a01 = - this.direction.dot( _segDir );
- const b0 = _diff.dot( this.direction );
- const b1 = - _diff.dot( _segDir );
- const c = _diff.lengthSq();
- const det = Math.abs( 1 - a01 * a01 );
- let s0, s1, sqrDist, extDet;
- if ( det > 0 ) {
- // The ray and segment are not parallel.
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
- if ( s0 >= 0 ) {
- if ( s1 >= - extDet ) {
- if ( s1 <= extDet ) {
- // region 0
- // Minimum at interior points of ray and segment.
- const invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
- } else {
- // region 1
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- // region 5
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- if ( s1 <= - extDet ) {
- // region 4
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- } else if ( s1 <= extDet ) {
- // region 3
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
- } else {
- // region 2
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- }
- } else {
- // Ray and segment are parallel.
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- if ( optionalPointOnRay ) {
- optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
- }
- if ( optionalPointOnSegment ) {
- optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
- }
- return sqrDist;
- }
- intersectSphere( sphere, target ) {
- _vector$a.subVectors( sphere.center, this.origin );
- const tca = _vector$a.dot( this.direction );
- const d2 = _vector$a.dot( _vector$a ) - tca * tca;
- const radius2 = sphere.radius * sphere.radius;
- if ( d2 > radius2 ) return null;
- const thc = Math.sqrt( radius2 - d2 );
- // t0 = first intersect point - entrance on front of sphere
- const t0 = tca - thc;
- // t1 = second intersect point - exit point on back of sphere
- const t1 = tca + thc;
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if ( t0 < 0 && t1 < 0 ) return null;
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, target );
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, target );
- }
- intersectsSphere( sphere ) {
- return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
- }
- distanceToPlane( plane ) {
- const denominator = plane.normal.dot( this.direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) === 0 ) {
- return 0;
- }
- // Null is preferable to undefined since undefined means.... it is undefined
- return null;
- }
- const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- // Return if the ray never intersects the plane
- return t >= 0 ? t : null;
- }
- intersectPlane( plane, target ) {
- const t = this.distanceToPlane( plane );
- if ( t === null ) {
- return null;
- }
- return this.at( t, target );
- }
- intersectsPlane( plane ) {
- // check if the ray lies on the plane first
- const distToPoint = plane.distanceToPoint( this.origin );
- if ( distToPoint === 0 ) {
- return true;
- }
- const denominator = plane.normal.dot( this.direction );
- if ( denominator * distToPoint < 0 ) {
- return true;
- }
- // ray origin is behind the plane (and is pointing behind it)
- return false;
- }
- intersectBox( box, target ) {
- let tmin, tmax, tymin, tymax, tzmin, tzmax;
- const invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
- const origin = this.origin;
- if ( invdirx >= 0 ) {
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
- } else {
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
- if ( invdiry >= 0 ) {
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
- } else {
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
- if ( invdirz >= 0 ) {
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
- } else {
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
- //return point closest to the ray (positive side)
- if ( tmax < 0 ) return null;
- return this.at( tmin >= 0 ? tmin : tmax, target );
- }
- intersectsBox( box ) {
- return this.intersectBox( box, _vector$a ) !== null;
- }
- intersectTriangle( a, b, c, backfaceCulling, target ) {
- // Compute the offset origin, edges, and normal.
- // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
- _edge1.subVectors( b, a );
- _edge2.subVectors( c, a );
- _normal$1.crossVectors( _edge1, _edge2 );
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- let DdN = this.direction.dot( _normal$1 );
- let sign;
- if ( DdN > 0 ) {
- if ( backfaceCulling ) return null;
- sign = 1;
- } else if ( DdN < 0 ) {
- sign = - 1;
- DdN = - DdN;
- } else {
- return null;
- }
- _diff.subVectors( this.origin, a );
- const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
- return null;
- }
- const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
- return null;
- }
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
- return null;
- }
- // Line intersects triangle, check if ray does.
- const QdN = - sign * _diff.dot( _normal$1 );
- // t < 0, no intersection
- if ( QdN < 0 ) {
- return null;
- }
- // Ray intersects triangle.
- return this.at( QdN / DdN, target );
- }
- applyMatrix4( matrix4 ) {
- this.origin.applyMatrix4( matrix4 );
- this.direction.transformDirection( matrix4 );
- return this;
- }
- equals( ray ) {
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- }
- clone() {
- return new this.constructor().copy( this );
- }
- }
- class Matrix4 {
- constructor() {
- this.elements = [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- ];
- if ( arguments.length > 0 ) {
- console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
- }
- }
- set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- const te = this.elements;
- te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
- te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
- te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
- te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
- return this;
- }
- identity() {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- clone() {
- return new Matrix4().fromArray( this.elements );
- }
- copy( m ) {
- const te = this.elements;
- const me = m.elements;
- te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
- te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
- te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
- te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
- return this;
- }
- copyPosition( m ) {
- const te = this.elements, me = m.elements;
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
- return this;
- }
- setFromMatrix3( m ) {
- const me = m.elements;
- this.set(
- me[ 0 ], me[ 3 ], me[ 6 ], 0,
- me[ 1 ], me[ 4 ], me[ 7 ], 0,
- me[ 2 ], me[ 5 ], me[ 8 ], 0,
- 0, 0, 0, 1
- );
- return this;
- }
- extractBasis( xAxis, yAxis, zAxis ) {
- xAxis.setFromMatrixColumn( this, 0 );
- yAxis.setFromMatrixColumn( this, 1 );
- zAxis.setFromMatrixColumn( this, 2 );
- return this;
- }
- makeBasis( xAxis, yAxis, zAxis ) {
- this.set(
- xAxis.x, yAxis.x, zAxis.x, 0,
- xAxis.y, yAxis.y, zAxis.y, 0,
- xAxis.z, yAxis.z, zAxis.z, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- extractRotation( m ) {
- // this method does not support reflection matrices
- const te = this.elements;
- const me = m.elements;
- const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
- const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
- const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
- te[ 0 ] = me[ 0 ] * scaleX;
- te[ 1 ] = me[ 1 ] * scaleX;
- te[ 2 ] = me[ 2 ] * scaleX;
- te[ 3 ] = 0;
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
- te[ 7 ] = 0;
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
- te[ 11 ] = 0;
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- }
- makeRotationFromEuler( euler ) {
- if ( ! ( euler && euler.isEuler ) ) {
- console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- }
- const te = this.elements;
- const x = euler.x, y = euler.y, z = euler.z;
- const a = Math.cos( x ), b = Math.sin( x );
- const c = Math.cos( y ), d = Math.sin( y );
- const e = Math.cos( z ), f = Math.sin( z );
- if ( euler.order === 'XYZ' ) {
- const ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = - c * f;
- te[ 8 ] = d;
- te[ 1 ] = af + be * d;
- te[ 5 ] = ae - bf * d;
- te[ 9 ] = - b * c;
- te[ 2 ] = bf - ae * d;
- te[ 6 ] = be + af * d;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YXZ' ) {
- const ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce + df * b;
- te[ 4 ] = de * b - cf;
- te[ 8 ] = a * d;
- te[ 1 ] = a * f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b;
- te[ 2 ] = cf * b - de;
- te[ 6 ] = df + ce * b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZXY' ) {
- const ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce - df * b;
- te[ 4 ] = - a * f;
- te[ 8 ] = de + cf * b;
- te[ 1 ] = cf + de * b;
- te[ 5 ] = a * e;
- te[ 9 ] = df - ce * b;
- te[ 2 ] = - a * d;
- te[ 6 ] = b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZYX' ) {
- const ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = be * d - af;
- te[ 8 ] = ae * d + bf;
- te[ 1 ] = c * f;
- te[ 5 ] = bf * d + ae;
- te[ 9 ] = af * d - be;
- te[ 2 ] = - d;
- te[ 6 ] = b * c;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YZX' ) {
- const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = bd - ac * f;
- te[ 8 ] = bc * f + ad;
- te[ 1 ] = f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b * e;
- te[ 2 ] = - d * e;
- te[ 6 ] = ad * f + bc;
- te[ 10 ] = ac - bd * f;
- } else if ( euler.order === 'XZY' ) {
- const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = - f;
- te[ 8 ] = d * e;
- te[ 1 ] = ac * f + bd;
- te[ 5 ] = a * e;
- te[ 9 ] = ad * f - bc;
- te[ 2 ] = bc * f - ad;
- te[ 6 ] = b * e;
- te[ 10 ] = bd * f + ac;
- }
- // bottom row
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
- // last column
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- }
- makeRotationFromQuaternion( q ) {
- return this.compose( _zero, q, _one );
- }
- lookAt( eye, target, up ) {
- const te = this.elements;
- _z.subVectors( eye, target );
- if ( _z.lengthSq() === 0 ) {
- // eye and target are in the same position
- _z.z = 1;
- }
- _z.normalize();
- _x.crossVectors( up, _z );
- if ( _x.lengthSq() === 0 ) {
- // up and z are parallel
- if ( Math.abs( up.z ) === 1 ) {
- _z.x += 0.0001;
- } else {
- _z.z += 0.0001;
- }
- _z.normalize();
- _x.crossVectors( up, _z );
- }
- _x.normalize();
- _y.crossVectors( _z, _x );
- te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
- te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
- te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
- return this;
- }
- multiply( m, n ) {
- if ( n !== undefined ) {
- console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
- return this.multiplyMatrices( m, n );
- }
- return this.multiplyMatrices( this, m );
- }
- premultiply( m ) {
- return this.multiplyMatrices( m, this );
- }
- multiplyMatrices( a, b ) {
- const ae = a.elements;
- const be = b.elements;
- const te = this.elements;
- const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
- const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
- const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
- const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
- const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
- const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
- const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
- const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
- te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
- return this;
- }
- multiplyScalar( s ) {
- const te = this.elements;
- te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
- te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
- te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
- te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
- return this;
- }
- determinant() {
- const te = this.elements;
- const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
- const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
- const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
- const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
- return (
- n41 * (
- + n14 * n23 * n32
- - n13 * n24 * n32
- - n14 * n22 * n33
- + n12 * n24 * n33
- + n13 * n22 * n34
- - n12 * n23 * n34
- ) +
- n42 * (
- + n11 * n23 * n34
- - n11 * n24 * n33
- + n14 * n21 * n33
- - n13 * n21 * n34
- + n13 * n24 * n31
- - n14 * n23 * n31
- ) +
- n43 * (
- + n11 * n24 * n32
- - n11 * n22 * n34
- - n14 * n21 * n32
- + n12 * n21 * n34
- + n14 * n22 * n31
- - n12 * n24 * n31
- ) +
- n44 * (
- - n13 * n22 * n31
- - n11 * n23 * n32
- + n11 * n22 * n33
- + n13 * n21 * n32
- - n12 * n21 * n33
- + n12 * n23 * n31
- )
- );
- }
- transpose() {
- const te = this.elements;
- let tmp;
- tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
- tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
- tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
- tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
- tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
- tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
- return this;
- }
- setPosition( x, y, z ) {
- const te = this.elements;
- if ( x.isVector3 ) {
- te[ 12 ] = x.x;
- te[ 13 ] = x.y;
- te[ 14 ] = x.z;
- } else {
- te[ 12 ] = x;
- te[ 13 ] = y;
- te[ 14 ] = z;
- }
- return this;
- }
- invert() {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- const te = this.elements,
- n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
- n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
- n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
- n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
- t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
- t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
- t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
- t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
- const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
- if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
- const detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
- te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
- te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
- te[ 4 ] = t12 * detInv;
- te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
- te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
- te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
- te[ 8 ] = t13 * detInv;
- te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
- te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
- te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
- te[ 12 ] = t14 * detInv;
- te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
- te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
- te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
- return this;
- }
- scale( v ) {
- const te = this.elements;
- const x = v.x, y = v.y, z = v.z;
- te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
- te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
- te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
- te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
- return this;
- }
- getMaxScaleOnAxis() {
- const te = this.elements;
- const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
- const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
- const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
- return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
- }
- makeTranslation( x, y, z ) {
- this.set(
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
- );
- return this;
- }
- makeRotationX( theta ) {
- const c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- 1, 0, 0, 0,
- 0, c, - s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- makeRotationY( theta ) {
- const c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, 0, s, 0,
- 0, 1, 0, 0,
- - s, 0, c, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- makeRotationZ( theta ) {
- const c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, - s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- makeRotationAxis( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- const c = Math.cos( angle );
- const s = Math.sin( angle );
- const t = 1 - c;
- const x = axis.x, y = axis.y, z = axis.z;
- const tx = t * x, ty = t * y;
- this.set(
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- makeScale( x, y, z ) {
- this.set(
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- makeShear( xy, xz, yx, yz, zx, zy ) {
- this.set(
- 1, yx, zx, 0,
- xy, 1, zy, 0,
- xz, yz, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- compose( position, quaternion, scale ) {
- const te = this.elements;
- const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
- const x2 = x + x, y2 = y + y, z2 = z + z;
- const xx = x * x2, xy = x * y2, xz = x * z2;
- const yy = y * y2, yz = y * z2, zz = z * z2;
- const wx = w * x2, wy = w * y2, wz = w * z2;
- const sx = scale.x, sy = scale.y, sz = scale.z;
- te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
- te[ 1 ] = ( xy + wz ) * sx;
- te[ 2 ] = ( xz - wy ) * sx;
- te[ 3 ] = 0;
- te[ 4 ] = ( xy - wz ) * sy;
- te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
- te[ 6 ] = ( yz + wx ) * sy;
- te[ 7 ] = 0;
- te[ 8 ] = ( xz + wy ) * sz;
- te[ 9 ] = ( yz - wx ) * sz;
- te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
- te[ 11 ] = 0;
- te[ 12 ] = position.x;
- te[ 13 ] = position.y;
- te[ 14 ] = position.z;
- te[ 15 ] = 1;
- return this;
- }
- decompose( position, quaternion, scale ) {
- const te = this.elements;
- let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
- // if determine is negative, we need to invert one scale
- const det = this.determinant();
- if ( det < 0 ) sx = - sx;
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
- // scale the rotation part
- _m1$2.copy( this );
- const invSX = 1 / sx;
- const invSY = 1 / sy;
- const invSZ = 1 / sz;
- _m1$2.elements[ 0 ] *= invSX;
- _m1$2.elements[ 1 ] *= invSX;
- _m1$2.elements[ 2 ] *= invSX;
- _m1$2.elements[ 4 ] *= invSY;
- _m1$2.elements[ 5 ] *= invSY;
- _m1$2.elements[ 6 ] *= invSY;
- _m1$2.elements[ 8 ] *= invSZ;
- _m1$2.elements[ 9 ] *= invSZ;
- _m1$2.elements[ 10 ] *= invSZ;
- quaternion.setFromRotationMatrix( _m1$2 );
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
- return this;
- }
- makePerspective( left, right, top, bottom, near, far ) {
- if ( far === undefined ) {
- console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
- }
- const te = this.elements;
- const x = 2 * near / ( right - left );
- const y = 2 * near / ( top - bottom );
- const a = ( right + left ) / ( right - left );
- const b = ( top + bottom ) / ( top - bottom );
- const c = - ( far + near ) / ( far - near );
- const d = - 2 * far * near / ( far - near );
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
- return this;
- }
- makeOrthographic( left, right, top, bottom, near, far ) {
- const te = this.elements;
- const w = 1.0 / ( right - left );
- const h = 1.0 / ( top - bottom );
- const p = 1.0 / ( far - near );
- const x = ( right + left ) * w;
- const y = ( top + bottom ) * h;
- const z = ( far + near ) * p;
- te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
- te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
- return this;
- }
- equals( matrix ) {
- const te = this.elements;
- const me = matrix.elements;
- for ( let i = 0; i < 16; i ++ ) {
- if ( te[ i ] !== me[ i ] ) return false;
- }
- return true;
- }
- fromArray( array, offset = 0 ) {
- for ( let i = 0; i < 16; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- }
- toArray( array = [], offset = 0 ) {
- const te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- array[ offset + 9 ] = te[ 9 ];
- array[ offset + 10 ] = te[ 10 ];
- array[ offset + 11 ] = te[ 11 ];
- array[ offset + 12 ] = te[ 12 ];
- array[ offset + 13 ] = te[ 13 ];
- array[ offset + 14 ] = te[ 14 ];
- array[ offset + 15 ] = te[ 15 ];
- return array;
- }
- }
- Matrix4.prototype.isMatrix4 = true;
- const _v1$5 = /*@__PURE__*/ new Vector3();
- const _m1$2 = /*@__PURE__*/ new Matrix4();
- const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
- const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
- const _x = /*@__PURE__*/ new Vector3();
- const _y = /*@__PURE__*/ new Vector3();
- const _z = /*@__PURE__*/ new Vector3();
- const _matrix$1 = /*@__PURE__*/ new Matrix4();
- const _quaternion$3 = /*@__PURE__*/ new Quaternion();
- class Euler {
- constructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order;
- }
- get x() {
- return this._x;
- }
- set x( value ) {
- this._x = value;
- this._onChangeCallback();
- }
- get y() {
- return this._y;
- }
- set y( value ) {
- this._y = value;
- this._onChangeCallback();
- }
- get z() {
- return this._z;
- }
- set z( value ) {
- this._z = value;
- this._onChangeCallback();
- }
- get order() {
- return this._order;
- }
- set order( value ) {
- this._order = value;
- this._onChangeCallback();
- }
- set( x, y, z, order = this._order ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order;
- this._onChangeCallback();
- return this;
- }
- clone() {
- return new this.constructor( this._x, this._y, this._z, this._order );
- }
- copy( euler ) {
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
- this._onChangeCallback();
- return this;
- }
- setFromRotationMatrix( m, order = this._order, update = true ) {
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- const te = m.elements;
- const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
- const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
- const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- switch ( order ) {
- case 'XYZ':
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
- if ( Math.abs( m13 ) < 0.9999999 ) {
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
- } else {
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
- }
- break;
- case 'YXZ':
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
- if ( Math.abs( m23 ) < 0.9999999 ) {
- this._y = Math.atan2( m13, m33 );
- this._z = Math.atan2( m21, m22 );
- } else {
- this._y = Math.atan2( - m31, m11 );
- this._z = 0;
- }
- break;
- case 'ZXY':
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
- if ( Math.abs( m32 ) < 0.9999999 ) {
- this._y = Math.atan2( - m31, m33 );
- this._z = Math.atan2( - m12, m22 );
- } else {
- this._y = 0;
- this._z = Math.atan2( m21, m11 );
- }
- break;
- case 'ZYX':
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
- if ( Math.abs( m31 ) < 0.9999999 ) {
- this._x = Math.atan2( m32, m33 );
- this._z = Math.atan2( m21, m11 );
- } else {
- this._x = 0;
- this._z = Math.atan2( - m12, m22 );
- }
- break;
- case 'YZX':
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
- if ( Math.abs( m21 ) < 0.9999999 ) {
- this._x = Math.atan2( - m23, m22 );
- this._y = Math.atan2( - m31, m11 );
- } else {
- this._x = 0;
- this._y = Math.atan2( m13, m33 );
- }
- break;
- case 'XZY':
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
- if ( Math.abs( m12 ) < 0.9999999 ) {
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
- } else {
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
- }
- break;
- default:
- console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
- }
- this._order = order;
- if ( update === true ) this._onChangeCallback();
- return this;
- }
- setFromQuaternion( q, order, update ) {
- _matrix$1.makeRotationFromQuaternion( q );
- return this.setFromRotationMatrix( _matrix$1, order, update );
- }
- setFromVector3( v, order = this._order ) {
- return this.set( v.x, v.y, v.z, order );
- }
- reorder( newOrder ) {
- // WARNING: this discards revolution information -bhouston
- _quaternion$3.setFromEuler( this );
- return this.setFromQuaternion( _quaternion$3, newOrder );
- }
- equals( euler ) {
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
- }
- fromArray( array ) {
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
- this._onChangeCallback();
- return this;
- }
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._order;
- return array;
- }
- toVector3( optionalResult ) {
- if ( optionalResult ) {
- return optionalResult.set( this._x, this._y, this._z );
- } else {
- return new Vector3( this._x, this._y, this._z );
- }
- }
- _onChange( callback ) {
- this._onChangeCallback = callback;
- return this;
- }
- _onChangeCallback() {}
- }
- Euler.prototype.isEuler = true;
- Euler.DefaultOrder = 'XYZ';
- Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
- class Layers {
- constructor() {
- this.mask = 1 | 0;
- }
- set( channel ) {
- this.mask = 1 << channel | 0;
- }
- enable( channel ) {
- this.mask |= 1 << channel | 0;
- }
- enableAll() {
- this.mask = 0xffffffff | 0;
- }
- toggle( channel ) {
- this.mask ^= 1 << channel | 0;
- }
- disable( channel ) {
- this.mask &= ~ ( 1 << channel | 0 );
- }
- disableAll() {
- this.mask = 0;
- }
- test( layers ) {
- return ( this.mask & layers.mask ) !== 0;
- }
- }
- let _object3DId = 0;
- const _v1$4 = /*@__PURE__*/ new Vector3();
- const _q1 = /*@__PURE__*/ new Quaternion();
- const _m1$1 = /*@__PURE__*/ new Matrix4();
- const _target = /*@__PURE__*/ new Vector3();
- const _position$3 = /*@__PURE__*/ new Vector3();
- const _scale$2 = /*@__PURE__*/ new Vector3();
- const _quaternion$2 = /*@__PURE__*/ new Quaternion();
- const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
- const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
- const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
- const _addedEvent = { type: 'added' };
- const _removedEvent = { type: 'removed' };
- class Object3D extends EventDispatcher {
- constructor() {
- super();
- Object.defineProperty( this, 'id', { value: _object3DId ++ } );
- this.uuid = generateUUID();
- this.name = '';
- this.type = 'Object3D';
- this.parent = null;
- this.children = [];
- this.up = Object3D.DefaultUp.clone();
- const position = new Vector3();
- const rotation = new Euler();
- const quaternion = new Quaternion();
- const scale = new Vector3( 1, 1, 1 );
- function onRotationChange() {
- quaternion.setFromEuler( rotation, false );
- }
- function onQuaternionChange() {
- rotation.setFromQuaternion( quaternion, undefined, false );
- }
- rotation._onChange( onRotationChange );
- quaternion._onChange( onQuaternionChange );
- Object.defineProperties( this, {
- position: {
- configurable: true,
- enumerable: true,
- value: position
- },
- rotation: {
- configurable: true,
- enumerable: true,
- value: rotation
- },
- quaternion: {
- configurable: true,
- enumerable: true,
- value: quaternion
- },
- scale: {
- configurable: true,
- enumerable: true,
- value: scale
- },
- modelViewMatrix: {
- value: new Matrix4()
- },
- normalMatrix: {
- value: new Matrix3()
- }
- } );
- this.matrix = new Matrix4();
- this.matrixWorld = new Matrix4();
- this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
- this.matrixWorldNeedsUpdate = false;
- this.layers = new Layers();
- this.visible = true;
- this.castShadow = false;
- this.receiveShadow = false;
- this.frustumCulled = true;
- this.renderOrder = 0;
- this.animations = [];
- this.userData = {};
- }
- onBeforeRender() {}
- onAfterRender() {}
- applyMatrix4( matrix ) {
- if ( this.matrixAutoUpdate ) this.updateMatrix();
- this.matrix.premultiply( matrix );
- this.matrix.decompose( this.position, this.quaternion, this.scale );
- }
- applyQuaternion( q ) {
- this.quaternion.premultiply( q );
- return this;
- }
- setRotationFromAxisAngle( axis, angle ) {
- // assumes axis is normalized
- this.quaternion.setFromAxisAngle( axis, angle );
- }
- setRotationFromEuler( euler ) {
- this.quaternion.setFromEuler( euler, true );
- }
- setRotationFromMatrix( m ) {
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- this.quaternion.setFromRotationMatrix( m );
- }
- setRotationFromQuaternion( q ) {
- // assumes q is normalized
- this.quaternion.copy( q );
- }
- rotateOnAxis( axis, angle ) {
- // rotate object on axis in object space
- // axis is assumed to be normalized
- _q1.setFromAxisAngle( axis, angle );
- this.quaternion.multiply( _q1 );
- return this;
- }
- rotateOnWorldAxis( axis, angle ) {
- // rotate object on axis in world space
- // axis is assumed to be normalized
- // method assumes no rotated parent
- _q1.setFromAxisAngle( axis, angle );
- this.quaternion.premultiply( _q1 );
- return this;
- }
- rotateX( angle ) {
- return this.rotateOnAxis( _xAxis, angle );
- }
- rotateY( angle ) {
- return this.rotateOnAxis( _yAxis, angle );
- }
- rotateZ( angle ) {
- return this.rotateOnAxis( _zAxis, angle );
- }
- translateOnAxis( axis, distance ) {
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
- _v1$4.copy( axis ).applyQuaternion( this.quaternion );
- this.position.add( _v1$4.multiplyScalar( distance ) );
- return this;
- }
- translateX( distance ) {
- return this.translateOnAxis( _xAxis, distance );
- }
- translateY( distance ) {
- return this.translateOnAxis( _yAxis, distance );
- }
- translateZ( distance ) {
- return this.translateOnAxis( _zAxis, distance );
- }
- localToWorld( vector ) {
- return vector.applyMatrix4( this.matrixWorld );
- }
- worldToLocal( vector ) {
- return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
- }
- lookAt( x, y, z ) {
- // This method does not support objects having non-uniformly-scaled parent(s)
- if ( x.isVector3 ) {
- _target.copy( x );
- } else {
- _target.set( x, y, z );
- }
- const parent = this.parent;
- this.updateWorldMatrix( true, false );
- _position$3.setFromMatrixPosition( this.matrixWorld );
- if ( this.isCamera || this.isLight ) {
- _m1$1.lookAt( _position$3, _target, this.up );
- } else {
- _m1$1.lookAt( _target, _position$3, this.up );
- }
- this.quaternion.setFromRotationMatrix( _m1$1 );
- if ( parent ) {
- _m1$1.extractRotation( parent.matrixWorld );
- _q1.setFromRotationMatrix( _m1$1 );
- this.quaternion.premultiply( _q1.invert() );
- }
- }
- add( object ) {
- if ( arguments.length > 1 ) {
- for ( let i = 0; i < arguments.length; i ++ ) {
- this.add( arguments[ i ] );
- }
- return this;
- }
- if ( object === this ) {
- console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
- return this;
- }
- if ( object && object.isObject3D ) {
- if ( object.parent !== null ) {
- object.parent.remove( object );
- }
- object.parent = this;
- this.children.push( object );
- object.dispatchEvent( _addedEvent );
- } else {
- console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
- }
- return this;
- }
- remove( object ) {
- if ( arguments.length > 1 ) {
- for ( let i = 0; i < arguments.length; i ++ ) {
- this.remove( arguments[ i ] );
- }
- return this;
- }
- const index = this.children.indexOf( object );
- if ( index !== - 1 ) {
- object.parent = null;
- this.children.splice( index, 1 );
- object.dispatchEvent( _removedEvent );
- }
- return this;
- }
- removeFromParent() {
- const parent = this.parent;
- if ( parent !== null ) {
- parent.remove( this );
- }
- return this;
- }
- clear() {
- for ( let i = 0; i < this.children.length; i ++ ) {
- const object = this.children[ i ];
- object.parent = null;
- object.dispatchEvent( _removedEvent );
- }
- this.children.length = 0;
- return this;
- }
- attach( object ) {
- // adds object as a child of this, while maintaining the object's world transform
- this.updateWorldMatrix( true, false );
- _m1$1.copy( this.matrixWorld ).invert();
- if ( object.parent !== null ) {
- object.parent.updateWorldMatrix( true, false );
- _m1$1.multiply( object.parent.matrixWorld );
- }
- object.applyMatrix4( _m1$1 );
- this.add( object );
- object.updateWorldMatrix( false, true );
- return this;
- }
- getObjectById( id ) {
- return this.getObjectByProperty( 'id', id );
- }
- getObjectByName( name ) {
- return this.getObjectByProperty( 'name', name );
- }
- getObjectByProperty( name, value ) {
- if ( this[ name ] === value ) return this;
- for ( let i = 0, l = this.children.length; i < l; i ++ ) {
- const child = this.children[ i ];
- const object = child.getObjectByProperty( name, value );
- if ( object !== undefined ) {
- return object;
- }
- }
- return undefined;
- }
- getWorldPosition( target ) {
- this.updateWorldMatrix( true, false );
- return target.setFromMatrixPosition( this.matrixWorld );
- }
- getWorldQuaternion( target ) {
- this.updateWorldMatrix( true, false );
- this.matrixWorld.decompose( _position$3, target, _scale$2 );
- return target;
- }
- getWorldScale( target ) {
- this.updateWorldMatrix( true, false );
- this.matrixWorld.decompose( _position$3, _quaternion$2, target );
- return target;
- }
- getWorldDirection( target ) {
- this.updateWorldMatrix( true, false );
- const e = this.matrixWorld.elements;
- return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
- }
- raycast() {}
- traverse( callback ) {
- callback( this );
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverse( callback );
- }
- }
- traverseVisible( callback ) {
- if ( this.visible === false ) return;
- callback( this );
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverseVisible( callback );
- }
- }
- traverseAncestors( callback ) {
- const parent = this.parent;
- if ( parent !== null ) {
- callback( parent );
- parent.traverseAncestors( callback );
- }
- }
- updateMatrix() {
- this.matrix.compose( this.position, this.quaternion, this.scale );
- this.matrixWorldNeedsUpdate = true;
- }
- updateMatrixWorld( force ) {
- if ( this.matrixAutoUpdate ) this.updateMatrix();
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.parent === null ) {
- this.matrixWorld.copy( this.matrix );
- } else {
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].updateMatrixWorld( force );
- }
- }
- updateWorldMatrix( updateParents, updateChildren ) {
- const parent = this.parent;
- if ( updateParents === true && parent !== null ) {
- parent.updateWorldMatrix( true, false );
- }
- if ( this.matrixAutoUpdate ) this.updateMatrix();
- if ( this.parent === null ) {
- this.matrixWorld.copy( this.matrix );
- } else {
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
- }
- // update children
- if ( updateChildren === true ) {
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].updateWorldMatrix( false, true );
- }
- }
- }
- toJSON( meta ) {
- // meta is a string when called from JSON.stringify
- const isRootObject = ( meta === undefined || typeof meta === 'string' );
- const output = {};
- // meta is a hash used to collect geometries, materials.
- // not providing it implies that this is the root object
- // being serialized.
- if ( isRootObject ) {
- // initialize meta obj
- meta = {
- geometries: {},
- materials: {},
- textures: {},
- images: {},
- shapes: {},
- skeletons: {},
- animations: {}
- };
- output.metadata = {
- version: 4.5,
- type: 'Object',
- generator: 'Object3D.toJSON'
- };
- }
- // standard Object3D serialization
- const object = {};
- object.uuid = this.uuid;
- object.type = this.type;
- if ( this.name !== '' ) object.name = this.name;
- if ( this.castShadow === true ) object.castShadow = true;
- if ( this.receiveShadow === true ) object.receiveShadow = true;
- if ( this.visible === false ) object.visible = false;
- if ( this.frustumCulled === false ) object.frustumCulled = false;
- if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
- if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
- object.layers = this.layers.mask;
- object.matrix = this.matrix.toArray();
- if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
- // object specific properties
- if ( this.isInstancedMesh ) {
- object.type = 'InstancedMesh';
- object.count = this.count;
- object.instanceMatrix = this.instanceMatrix.toJSON();
- if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
- }
- //
- function serialize( library, element ) {
- if ( library[ element.uuid ] === undefined ) {
- library[ element.uuid ] = element.toJSON( meta );
- }
- return element.uuid;
- }
- if ( this.isScene ) {
- if ( this.background ) {
- if ( this.background.isColor ) {
- object.background = this.background.toJSON();
- } else if ( this.background.isTexture ) {
- object.background = this.background.toJSON( meta ).uuid;
- }
- }
- if ( this.environment && this.environment.isTexture ) {
- object.environment = this.environment.toJSON( meta ).uuid;
- }
- } else if ( this.isMesh || this.isLine || this.isPoints ) {
- object.geometry = serialize( meta.geometries, this.geometry );
- const parameters = this.geometry.parameters;
- if ( parameters !== undefined && parameters.shapes !== undefined ) {
- const shapes = parameters.shapes;
- if ( Array.isArray( shapes ) ) {
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- serialize( meta.shapes, shape );
- }
- } else {
- serialize( meta.shapes, shapes );
- }
- }
- }
- if ( this.isSkinnedMesh ) {
- object.bindMode = this.bindMode;
- object.bindMatrix = this.bindMatrix.toArray();
- if ( this.skeleton !== undefined ) {
- serialize( meta.skeletons, this.skeleton );
- object.skeleton = this.skeleton.uuid;
- }
- }
- if ( this.material !== undefined ) {
- if ( Array.isArray( this.material ) ) {
- const uuids = [];
- for ( let i = 0, l = this.material.length; i < l; i ++ ) {
- uuids.push( serialize( meta.materials, this.material[ i ] ) );
- }
- object.material = uuids;
- } else {
- object.material = serialize( meta.materials, this.material );
- }
- }
- //
- if ( this.children.length > 0 ) {
- object.children = [];
- for ( let i = 0; i < this.children.length; i ++ ) {
- object.children.push( this.children[ i ].toJSON( meta ).object );
- }
- }
- //
- if ( this.animations.length > 0 ) {
- object.animations = [];
- for ( let i = 0; i < this.animations.length; i ++ ) {
- const animation = this.animations[ i ];
- object.animations.push( serialize( meta.animations, animation ) );
- }
- }
- if ( isRootObject ) {
- const geometries = extractFromCache( meta.geometries );
- const materials = extractFromCache( meta.materials );
- const textures = extractFromCache( meta.textures );
- const images = extractFromCache( meta.images );
- const shapes = extractFromCache( meta.shapes );
- const skeletons = extractFromCache( meta.skeletons );
- const animations = extractFromCache( meta.animations );
- if ( geometries.length > 0 ) output.geometries = geometries;
- if ( materials.length > 0 ) output.materials = materials;
- if ( textures.length > 0 ) output.textures = textures;
- if ( images.length > 0 ) output.images = images;
- if ( shapes.length > 0 ) output.shapes = shapes;
- if ( skeletons.length > 0 ) output.skeletons = skeletons;
- if ( animations.length > 0 ) output.animations = animations;
- }
- output.object = object;
- return output;
- // extract data from the cache hash
- // remove metadata on each item
- // and return as array
- function extractFromCache( cache ) {
- const values = [];
- for ( const key in cache ) {
- const data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- }
- clone( recursive ) {
- return new this.constructor().copy( this, recursive );
- }
- copy( source, recursive = true ) {
- this.name = source.name;
- this.up.copy( source.up );
- this.position.copy( source.position );
- this.rotation.order = source.rotation.order;
- this.quaternion.copy( source.quaternion );
- this.scale.copy( source.scale );
- this.matrix.copy( source.matrix );
- this.matrixWorld.copy( source.matrixWorld );
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
- this.layers.mask = source.layers.mask;
- this.visible = source.visible;
- this.castShadow = source.castShadow;
- this.receiveShadow = source.receiveShadow;
- this.frustumCulled = source.frustumCulled;
- this.renderOrder = source.renderOrder;
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
- if ( recursive === true ) {
- for ( let i = 0; i < source.children.length; i ++ ) {
- const child = source.children[ i ];
- this.add( child.clone() );
- }
- }
- return this;
- }
- }
- Object3D.DefaultUp = new Vector3( 0, 1, 0 );
- Object3D.DefaultMatrixAutoUpdate = true;
- Object3D.prototype.isObject3D = true;
- const _v0$1 = /*@__PURE__*/ new Vector3();
- const _v1$3 = /*@__PURE__*/ new Vector3();
- const _v2$2 = /*@__PURE__*/ new Vector3();
- const _v3$1 = /*@__PURE__*/ new Vector3();
- const _vab = /*@__PURE__*/ new Vector3();
- const _vac = /*@__PURE__*/ new Vector3();
- const _vbc = /*@__PURE__*/ new Vector3();
- const _vap = /*@__PURE__*/ new Vector3();
- const _vbp = /*@__PURE__*/ new Vector3();
- const _vcp = /*@__PURE__*/ new Vector3();
- class Triangle {
- constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
- this.a = a;
- this.b = b;
- this.c = c;
- }
- static getNormal( a, b, c, target ) {
- target.subVectors( c, b );
- _v0$1.subVectors( a, b );
- target.cross( _v0$1 );
- const targetLengthSq = target.lengthSq();
- if ( targetLengthSq > 0 ) {
- return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
- }
- return target.set( 0, 0, 0 );
- }
- // static/instance method to calculate barycentric coordinates
- // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
- static getBarycoord( point, a, b, c, target ) {
- _v0$1.subVectors( c, a );
- _v1$3.subVectors( b, a );
- _v2$2.subVectors( point, a );
- const dot00 = _v0$1.dot( _v0$1 );
- const dot01 = _v0$1.dot( _v1$3 );
- const dot02 = _v0$1.dot( _v2$2 );
- const dot11 = _v1$3.dot( _v1$3 );
- const dot12 = _v1$3.dot( _v2$2 );
- const denom = ( dot00 * dot11 - dot01 * dot01 );
- // collinear or singular triangle
- if ( denom === 0 ) {
- // arbitrary location outside of triangle?
- // not sure if this is the best idea, maybe should be returning undefined
- return target.set( - 2, - 1, - 1 );
- }
- const invDenom = 1 / denom;
- const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- // barycentric coordinates must always sum to 1
- return target.set( 1 - u - v, v, u );
- }
- static containsPoint( point, a, b, c ) {
- this.getBarycoord( point, a, b, c, _v3$1 );
- return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );
- }
- static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
- this.getBarycoord( point, p1, p2, p3, _v3$1 );
- target.set( 0, 0 );
- target.addScaledVector( uv1, _v3$1.x );
- target.addScaledVector( uv2, _v3$1.y );
- target.addScaledVector( uv3, _v3$1.z );
- return target;
- }
- static isFrontFacing( a, b, c, direction ) {
- _v0$1.subVectors( c, b );
- _v1$3.subVectors( a, b );
- // strictly front facing
- return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
- }
- set( a, b, c ) {
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
- return this;
- }
- setFromPointsAndIndices( points, i0, i1, i2 ) {
- this.a.copy( points[ i0 ] );
- this.b.copy( points[ i1 ] );
- this.c.copy( points[ i2 ] );
- return this;
- }
- clone() {
- return new this.constructor().copy( this );
- }
- copy( triangle ) {
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
- return this;
- }
- getArea() {
- _v0$1.subVectors( this.c, this.b );
- _v1$3.subVectors( this.a, this.b );
- return _v0$1.cross( _v1$3 ).length() * 0.5;
- }
- getMidpoint( target ) {
- return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
- }
- getNormal( target ) {
- return Triangle.getNormal( this.a, this.b, this.c, target );
- }
- getPlane( target ) {
- return target.setFromCoplanarPoints( this.a, this.b, this.c );
- }
- getBarycoord( point, target ) {
- return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
- }
- getUV( point, uv1, uv2, uv3, target ) {
- return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
- }
- containsPoint( point ) {
- return Triangle.containsPoint( point, this.a, this.b, this.c );
- }
- isFrontFacing( direction ) {
- return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
- }
- intersectsBox( box ) {
- return box.intersectsTriangle( this );
- }
- closestPointToPoint( p, target ) {
- const a = this.a, b = this.b, c = this.c;
- let v, w;
- // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
- // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
- // under the accompanying license; see chapter 5.1.5 for detailed explanation.
- // basically, we're distinguishing which of the voronoi regions of the triangle
- // the point lies in with the minimum amount of redundant computation.
- _vab.subVectors( b, a );
- _vac.subVectors( c, a );
- _vap.subVectors( p, a );
- const d1 = _vab.dot( _vap );
- const d2 = _vac.dot( _vap );
- if ( d1 <= 0 && d2 <= 0 ) {
- // vertex region of A; barycentric coords (1, 0, 0)
- return target.copy( a );
- }
- _vbp.subVectors( p, b );
- const d3 = _vab.dot( _vbp );
- const d4 = _vac.dot( _vbp );
- if ( d3 >= 0 && d4 <= d3 ) {
- // vertex region of B; barycentric coords (0, 1, 0)
- return target.copy( b );
- }
- const vc = d1 * d4 - d3 * d2;
- if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
- v = d1 / ( d1 - d3 );
- // edge region of AB; barycentric coords (1-v, v, 0)
- return target.copy( a ).addScaledVector( _vab, v );
- }
- _vcp.subVectors( p, c );
- const d5 = _vab.dot( _vcp );
- const d6 = _vac.dot( _vcp );
- if ( d6 >= 0 && d5 <= d6 ) {
- // vertex region of C; barycentric coords (0, 0, 1)
- return target.copy( c );
- }
- const vb = d5 * d2 - d1 * d6;
- if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
- w = d2 / ( d2 - d6 );
- // edge region of AC; barycentric coords (1-w, 0, w)
- return target.copy( a ).addScaledVector( _vac, w );
- }
- const va = d3 * d6 - d5 * d4;
- if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
- _vbc.subVectors( c, b );
- w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
- // edge region of BC; barycentric coords (0, 1-w, w)
- return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
- }
- // face region
- const denom = 1 / ( va + vb + vc );
- // u = va * denom
- v = vb * denom;
- w = vc * denom;
- return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
- }
- equals( triangle ) {
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
- }
- }
- let materialId = 0;
- class Material extends EventDispatcher {
- constructor() {
- super();
- Object.defineProperty( this, 'id', { value: materialId ++ } );
- this.uuid = generateUUID();
- this.name = '';
- this.type = 'Material';
- this.fog = true;
- this.blending = NormalBlending;
- this.side = FrontSide;
- this.vertexColors = false;
- this.opacity = 1;
- this.transparent = false;
- this.blendSrc = SrcAlphaFactor;
- this.blendDst = OneMinusSrcAlphaFactor;
- this.blendEquation = AddEquation;
- this.blendSrcAlpha = null;
- this.blendDstAlpha = null;
- this.blendEquationAlpha = null;
- this.depthFunc = LessEqualDepth;
- this.depthTest = true;
- this.depthWrite = true;
- this.stencilWriteMask = 0xff;
- this.stencilFunc = AlwaysStencilFunc;
- this.stencilRef = 0;
- this.stencilFuncMask = 0xff;
- this.stencilFail = KeepStencilOp;
- this.stencilZFail = KeepStencilOp;
- this.stencilZPass = KeepStencilOp;
- this.stencilWrite = false;
- this.clippingPlanes = null;
- this.clipIntersection = false;
- this.clipShadows = false;
- this.shadowSide = null;
- this.colorWrite = true;
- this.precision = null; // override the renderer's default precision for this material
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
- this.dithering = false;
- this.alphaTest = 0;
- this.alphaToCoverage = false;
- this.premultipliedAlpha = false;
- this.visible = true;
- this.toneMapped = true;
- this.userData = {};
- this.version = 0;
- }
- onBuild( /* shaderobject, renderer */ ) {}
- onBeforeCompile( /* shaderobject, renderer */ ) {}
- customProgramCacheKey() {
- return this.onBeforeCompile.toString();
- }
- setValues( values ) {
- if ( values === undefined ) return;
- for ( const key in values ) {
- const newValue = values[ key ];
- if ( newValue === undefined ) {
- console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
- continue;
- }
- // for backward compatability if shading is set in the constructor
- if ( key === 'shading' ) {
- console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
- this.flatShading = ( newValue === FlatShading ) ? true : false;
- continue;
- }
- const currentValue = this[ key ];
- if ( currentValue === undefined ) {
- console.warn( 'THREE.' + this.type + ': \'' + key + '\' is not a property of this material.' );
- continue;
- }
- if ( currentValue && currentValue.isColor ) {
- currentValue.set( newValue );
- } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
- currentValue.copy( newValue );
- } else {
- this[ key ] = newValue;
- }
- }
- }
- toJSON( meta ) {
- const isRoot = ( meta === undefined || typeof meta === 'string' );
- if ( isRoot ) {
- meta = {
- textures: {},
- images: {}
- };
- }
- const data = {
- metadata: {
- version: 4.5,
- type: 'Material',
- generator: 'Material.toJSON'
- }
- };
- // standard Material serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.color && this.color.isColor ) data.color = this.color.getHex();
- if ( this.roughness !== undefined ) data.roughness = this.roughness;
- if ( this.metalness !== undefined ) data.metalness = this.metalness;
- if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();
- if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
- if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
- if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
- if ( this.shininess !== undefined ) data.shininess = this.shininess;
- if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
- if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
- if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
- data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
- }
- if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
- data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
- }
- if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
- data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
- data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
- }
- if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
- if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
- if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
- if ( this.lightMap && this.lightMap.isTexture ) {
- data.lightMap = this.lightMap.toJSON( meta ).uuid;
- data.lightMapIntensity = this.lightMapIntensity;
- }
- if ( this.aoMap && this.aoMap.isTexture ) {
- data.aoMap = this.aoMap.toJSON( meta ).uuid;
- data.aoMapIntensity = this.aoMapIntensity;
- }
- if ( this.bumpMap && this.bumpMap.isTexture ) {
- data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
- data.bumpScale = this.bumpScale;
- }
- if ( this.normalMap && this.normalMap.isTexture ) {
- data.normalMap = this.normalMap.toJSON( meta ).uuid;
- data.normalMapType = this.normalMapType;
- data.normalScale = this.normalScale.toArray();
- }
- if ( this.displacementMap && this.displacementMap.isTexture ) {
- data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
- data.displacementScale = this.displacementScale;
- data.displacementBias = this.displacementBias;
- }
- if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
- if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
- if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
- if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
- if ( this.envMap && this.envMap.isTexture ) {
- data.envMap = this.envMap.toJSON( meta ).uuid;
- if ( this.combine !== undefined ) data.combine = this.combine;
- }
- if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
- if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
- if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
- if ( this.gradientMap && this.gradientMap.isTexture ) {
- data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
- }
- if ( this.transmission !== undefined ) data.transmission = this.transmission;
- if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
- if ( this.thickness !== undefined ) data.thickness = this.thickness;
- if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
- if ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;
- if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
- if ( this.size !== undefined ) data.size = this.size;
- if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
- if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
- if ( this.blending !== NormalBlending ) data.blending = this.blending;
- if ( this.side !== FrontSide ) data.side = this.side;
- if ( this.vertexColors ) data.vertexColors = true;
- if ( this.opacity < 1 ) data.opacity = this.opacity;
- if ( this.transparent === true ) data.transparent = this.transparent;
- data.depthFunc = this.depthFunc;
- data.depthTest = this.depthTest;
- data.depthWrite = this.depthWrite;
- data.colorWrite = this.colorWrite;
- data.stencilWrite = this.stencilWrite;
- data.stencilWriteMask = this.stencilWriteMask;
- data.stencilFunc = this.stencilFunc;
- data.stencilRef = this.stencilRef;
- data.stencilFuncMask = this.stencilFuncMask;
- data.stencilFail = this.stencilFail;
- data.stencilZFail = this.stencilZFail;
- data.stencilZPass = this.stencilZPass;
- // rotation (SpriteMaterial)
- if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
- if ( this.polygonOffset === true ) data.polygonOffset = true;
- if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
- if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
- if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
- if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
- if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
- if ( this.scale !== undefined ) data.scale = this.scale;
- if ( this.dithering === true ) data.dithering = true;
- if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
- if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
- if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
- if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
- if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
- if ( this.morphTargets === true ) data.morphTargets = true;
- if ( this.morphNormals === true ) data.morphNormals = true;
- if ( this.flatShading === true ) data.flatShading = this.flatShading;
- if ( this.visible === false ) data.visible = false;
- if ( this.toneMapped === false ) data.toneMapped = false;
- if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
- // TODO: Copied from Object3D.toJSON
- function extractFromCache( cache ) {
- const values = [];
- for ( const key in cache ) {
- const data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- if ( isRoot ) {
- const textures = extractFromCache( meta.textures );
- const images = extractFromCache( meta.images );
- if ( textures.length > 0 ) data.textures = textures;
- if ( images.length > 0 ) data.images = images;
- }
- return data;
- }
- clone() {
- return new this.constructor().copy( this );
- }
- copy( source ) {
- this.name = source.name;
- this.fog = source.fog;
- this.blending = source.blending;
- this.side = source.side;
- this.vertexColors = source.vertexColors;
- this.opacity = source.opacity;
- this.transparent = source.transparent;
- this.blendSrc = source.blendSrc;
- this.blendDst = source.blendDst;
- this.blendEquation = source.blendEquation;
- this.blendSrcAlpha = source.blendSrcAlpha;
- this.blendDstAlpha = source.blendDstAlpha;
- this.blendEquationAlpha = source.blendEquationAlpha;
- this.depthFunc = source.depthFunc;
- this.depthTest = source.depthTest;
- this.depthWrite = source.depthWrite;
- this.stencilWriteMask = source.stencilWriteMask;
- this.stencilFunc = source.stencilFunc;
- this.stencilRef = source.stencilRef;
- this.stencilFuncMask = source.stencilFuncMask;
- this.stencilFail = source.stencilFail;
- this.stencilZFail = source.stencilZFail;
- this.stencilZPass = source.stencilZPass;
- this.stencilWrite = source.stencilWrite;
- const srcPlanes = source.clippingPlanes;
- let dstPlanes = null;
- if ( srcPlanes !== null ) {
- const n = srcPlanes.length;
- dstPlanes = new Array( n );
- for ( let i = 0; i !== n; ++ i ) {
- dstPlanes[ i ] = srcPlanes[ i ].clone();
- }
- }
- this.clippingPlanes = dstPlanes;
- this.clipIntersection = source.clipIntersection;
- this.clipShadows = source.clipShadows;
- this.shadowSide = source.shadowSide;
- this.colorWrite = source.colorWrite;
- this.precision = source.precision;
- this.polygonOffset = source.polygonOffset;
- this.polygonOffsetFactor = source.polygonOffsetFactor;
- this.polygonOffsetUnits = source.polygonOffsetUnits;
- this.dithering = source.dithering;
- this.alphaTest = source.alphaTest;
- this.alphaToCoverage = source.alphaToCoverage;
- this.premultipliedAlpha = source.premultipliedAlpha;
- this.visible = source.visible;
- this.toneMapped = source.toneMapped;
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
- return this;
- }
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- }
- Material.prototype.isMaterial = true;
- const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
- 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
- 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
- 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
- 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
- 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
- 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
- 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
- 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
- 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
- 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
- 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
- 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
- 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
- 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
- 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
- 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
- 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
- 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
- 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
- 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
- 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
- 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
- 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
- const _hslA = { h: 0, s: 0, l: 0 };
- const _hslB = { h: 0, s: 0, l: 0 };
- function hue2rgb( p, q, t ) {
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
- }
- function SRGBToLinear( c ) {
- return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
- }
- function LinearToSRGB( c ) {
- return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
- }
- class Color {
- constructor( r, g, b ) {
- if ( g === undefined && b === undefined ) {
- // r is THREE.Color, hex or string
- return this.set( r );
- }
- return this.setRGB( r, g, b );
- }
- set( value ) {
- if ( value && value.isColor ) {
- this.copy( value );
- } else if ( typeof value === 'number' ) {
- this.setHex( value );
- } else if ( typeof value === 'string' ) {
- this.setStyle( value );
- }
- return this;
- }
- setScalar( scalar ) {
- this.r = scalar;
- this.g = scalar;
- this.b = scalar;
- return this;
- }
- setHex( hex ) {
- hex = Math.floor( hex );
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
- return this;
- }
- setRGB( r, g, b ) {
- this.r = r;
- this.g = g;
- this.b = b;
- return this;
- }
- setHSL( h, s, l ) {
- // h,s,l ranges are in 0.0 - 1.0
- h = euclideanModulo( h, 1 );
- s = clamp( s, 0, 1 );
- l = clamp( l, 0, 1 );
- if ( s === 0 ) {
- this.r = this.g = this.b = l;
- } else {
- const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- const q = ( 2 * l ) - p;
- this.r = hue2rgb( q, p, h + 1 / 3 );
- this.g = hue2rgb( q, p, h );
- this.b = hue2rgb( q, p, h - 1 / 3 );
- }
- return this;
- }
- setStyle( style ) {
- function handleAlpha( string ) {
- if ( string === undefined ) return;
- if ( parseFloat( string ) < 1 ) {
- console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
- }
- }
- let m;
- if ( m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec( style ) ) {
- // rgb / hsl
- let color;
- const name = m[ 1 ];
- const components = m[ 2 ];
- switch ( name ) {
- case 'rgb':
- case 'rgba':
- if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
- // rgb(255,0,0) rgba(255,0,0,0.5)
- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
- handleAlpha( color[ 4 ] );
- return this;
- }
- if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
- // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
- handleAlpha( color[ 4 ] );
- return this;
- }
- break;
- case 'hsl':
- case 'hsla':
- if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
- // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
- const h = parseFloat( color[ 1 ] ) / 360;
- const s = parseInt( color[ 2 ], 10 ) / 100;
- const l = parseInt( color[ 3 ], 10 ) / 100;
- handleAlpha( color[ 4 ] );
- return this.setHSL( h, s, l );
- }
- break;
- }
- } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
- // hex color
- const hex = m[ 1 ];
- const size = hex.length;
- if ( size === 3 ) {
- // #ff0
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
- return this;
- } else if ( size === 6 ) {
- // #ff0000
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
- return this;
- }
- }
- if ( style && style.length > 0 ) {
- return this.setColorName( style );
- }
- return this;
- }
- setColorName( style ) {
- // color keywords
- const hex = _colorKeywords[ style.toLowerCase() ];
- if ( hex !== undefined ) {
- // red
- this.setHex( hex );
- } else {
- // unknown color
- console.warn( 'THREE.Color: Unknown color ' + style );
- }
- return this;
- }
- clone() {
- return new this.constructor( this.r, this.g, this.b );
- }
- copy( color ) {
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
- return this;
- }
- copyGammaToLinear( color, gammaFactor = 2.0 ) {
- this.r = Math.pow( color.r, gammaFactor );
- this.g = Math.pow( color.g, gammaFactor );
- this.b = Math.pow( color.b, gammaFactor );
- return this;
- }
- copyLinearToGamma( color, gammaFactor = 2.0 ) {
- const safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
- this.r = Math.pow( color.r, safeInverse );
- this.g = Math.pow( color.g, safeInverse );
- this.b = Math.pow( color.b, safeInverse );
- return this;
- }
- convertGammaToLinear( gammaFactor ) {
- this.copyGammaToLinear( this, gammaFactor );
- return this;
- }
- convertLinearToGamma( gammaFactor ) {
- this.copyLinearToGamma( this, gammaFactor );
- return this;
- }
- copySRGBToLinear( color ) {
- this.r = SRGBToLinear( color.r );
- this.g = SRGBToLinear( color.g );
- this.b = SRGBToLinear( color.b );
- return this;
- }
- copyLinearToSRGB( color ) {
- this.r = LinearToSRGB( color.r );
- this.g = LinearToSRGB( color.g );
- this.b = LinearToSRGB( color.b );
- return this;
- }
- convertSRGBToLinear() {
- this.copySRGBToLinear( this );
- return this;
- }
- convertLinearToSRGB() {
- this.copyLinearToSRGB( this );
- return this;
- }
- getHex() {
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
- }
- getHexString() {
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
- }
- getHSL( target ) {
- // h,s,l ranges are in 0.0 - 1.0
- const r = this.r, g = this.g, b = this.b;
- const max = Math.max( r, g, b );
- const min = Math.min( r, g, b );
- let hue, saturation;
- const lightness = ( min + max ) / 2.0;
- if ( min === max ) {
- hue = 0;
- saturation = 0;
- } else {
- const delta = max - min;
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
- switch ( max ) {
- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
- case g: hue = ( b - r ) / delta + 2; break;
- case b: hue = ( r - g ) / delta + 4; break;
- }
- hue /= 6;
- }
- target.h = hue;
- target.s = saturation;
- target.l = lightness;
- return target;
- }
- getStyle() {
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
- }
- offsetHSL( h, s, l ) {
- this.getHSL( _hslA );
- _hslA.h += h; _hslA.s += s; _hslA.l += l;
- this.setHSL( _hslA.h, _hslA.s, _hslA.l );
- return this;
- }
- add( color ) {
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
- return this;
- }
- addColors( color1, color2 ) {
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
- return this;
- }
- addScalar( s ) {
- this.r += s;
- this.g += s;
- this.b += s;
- return this;
- }
- sub( color ) {
- this.r = Math.max( 0, this.r - color.r );
- this.g = Math.max( 0, this.g - color.g );
- this.b = Math.max( 0, this.b - color.b );
- return this;
- }
- multiply( color ) {
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
- return this;
- }
- multiplyScalar( s ) {
- this.r *= s;
- this.g *= s;
- this.b *= s;
- return this;
- }
- lerp( color, alpha ) {
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
- return this;
- }
- lerpColors( color1, color2, alpha ) {
- this.r = color1.r + ( color2.r - color1.r ) * alpha;
- this.g = color1.g + ( color2.g - color1.g ) * alpha;
- this.b = color1.b + ( color2.b - color1.b ) * alpha;
- return this;
- }
- lerpHSL( color, alpha ) {
- this.getHSL( _hslA );
- color.getHSL( _hslB );
- const h = lerp( _hslA.h, _hslB.h, alpha );
- const s = lerp( _hslA.s, _hslB.s, alpha );
- const l = lerp( _hslA.l, _hslB.l, alpha );
- this.setHSL( h, s, l );
- return this;
- }
- equals( c ) {
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
- }
- fromArray( array, offset = 0 ) {
- this.r = array[ offset ];
- this.g = array[ offset + 1 ];
- this.b = array[ offset + 2 ];
- return this;
- }
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.r;
- array[ offset + 1 ] = this.g;
- array[ offset + 2 ] = this.b;
- return array;
- }
- fromBufferAttribute( attribute, index ) {
- this.r = attribute.getX( index );
- this.g = attribute.getY( index );
- this.b = attribute.getZ( index );
- if ( attribute.normalized === true ) {
- // assuming Uint8Array
- this.r /= 255;
- this.g /= 255;
- this.b /= 255;
- }
- return this;
- }
- toJSON() {
- return this.getHex();
- }
- }
- Color.NAMES = _colorKeywords;
- Color.prototype.isColor = true;
- Color.prototype.r = 1;
- Color.prototype.g = 1;
- Color.prototype.b = 1;
- /**
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * morphTargets: <bool>
- * }
- */
- class MeshBasicMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'MeshBasicMaterial';
- this.color = new Color( 0xffffff ); // emissive
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.specularMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.combine = MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.morphTargets = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.morphTargets = source.morphTargets;
- return this;
- }
- }
- MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
- const _vector$9 = /*@__PURE__*/ new Vector3();
- const _vector2$1 = /*@__PURE__*/ new Vector2();
- class BufferAttribute {
- constructor( array, itemSize, normalized ) {
- if ( Array.isArray( array ) ) {
- throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
- }
- this.name = '';
- this.array = array;
- this.itemSize = itemSize;
- this.count = array !== undefined ? array.length / itemSize : 0;
- this.normalized = normalized === true;
- this.usage = StaticDrawUsage;
- this.updateRange = { offset: 0, count: - 1 };
- this.version = 0;
- }
- onUploadCallback() {}
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- setUsage( value ) {
- this.usage = value;
- return this;
- }
- copy( source ) {
- this.name = source.name;
- this.array = new source.array.constructor( source.array );
- this.itemSize = source.itemSize;
- this.count = source.count;
- this.normalized = source.normalized;
- this.usage = source.usage;
- return this;
- }
- copyAt( index1, attribute, index2 ) {
- index1 *= this.itemSize;
- index2 *= attribute.itemSize;
- for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
- }
- return this;
- }
- copyArray( array ) {
- this.array.set( array );
- return this;
- }
- copyColorsArray( colors ) {
- const array = this.array;
- let offset = 0;
- for ( let i = 0, l = colors.length; i < l; i ++ ) {
- let color = colors[ i ];
- if ( color === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
- color = new Color();
- }
- array[ offset ++ ] = color.r;
- array[ offset ++ ] = color.g;
- array[ offset ++ ] = color.b;
- }
- return this;
- }
- copyVector2sArray( vectors ) {
- const array = this.array;
- let offset = 0;
- for ( let i = 0, l = vectors.length; i < l; i ++ ) {
- let vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
- vector = new Vector2();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- }
- return this;
- }
- copyVector3sArray( vectors ) {
- const array = this.array;
- let offset = 0;
- for ( let i = 0, l = vectors.length; i < l; i ++ ) {
- let vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
- vector = new Vector3();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
- }
- return this;
- }
- copyVector4sArray( vectors ) {
- const array = this.array;
- let offset = 0;
- for ( let i = 0, l = vectors.length; i < l; i ++ ) {
- let vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
- vector = new Vector4();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
- array[ offset ++ ] = vector.w;
- }
- return this;
- }
- applyMatrix3( m ) {
- if ( this.itemSize === 2 ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector2$1.fromBufferAttribute( this, i );
- _vector2$1.applyMatrix3( m );
- this.setXY( i, _vector2$1.x, _vector2$1.y );
- }
- } else if ( this.itemSize === 3 ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.fromBufferAttribute( this, i );
- _vector$9.applyMatrix3( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- }
- return this;
- }
- applyMatrix4( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.x = this.getX( i );
- _vector$9.y = this.getY( i );
- _vector$9.z = this.getZ( i );
- _vector$9.applyMatrix4( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- return this;
- }
- applyNormalMatrix( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.x = this.getX( i );
- _vector$9.y = this.getY( i );
- _vector$9.z = this.getZ( i );
- _vector$9.applyNormalMatrix( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- return this;
- }
- transformDirection( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.x = this.getX( i );
- _vector$9.y = this.getY( i );
- _vector$9.z = this.getZ( i );
- _vector$9.transformDirection( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- return this;
- }
- set( value, offset = 0 ) {
- this.array.set( value, offset );
- return this;
- }
- getX( index ) {
- return this.array[ index * this.itemSize ];
- }
- setX( index, x ) {
- this.array[ index * this.itemSize ] = x;
- return this;
- }
- getY( index ) {
- return this.array[ index * this.itemSize + 1 ];
- }
- setY( index, y ) {
- this.array[ index * this.itemSize + 1 ] = y;
- return this;
- }
- getZ( index ) {
- return this.array[ index * this.itemSize + 2 ];
- }
- setZ( index, z ) {
- this.array[ index * this.itemSize + 2 ] = z;
- return this;
- }
- getW( index ) {
- return this.array[ index * this.itemSize + 3 ];
- }
- setW( index, w ) {
- this.array[ index * this.itemSize + 3 ] = w;
- return this;
- }
- setXY( index, x, y ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- return this;
- }
- setXYZ( index, x, y, z ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- return this;
- }
- setXYZW( index, x, y, z, w ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- this.array[ index + 3 ] = w;
- return this;
- }
- onUpload( callback ) {
- this.onUploadCallback = callback;
- return this;
- }
- clone() {
- return new this.constructor( this.array, this.itemSize ).copy( this );
- }
- toJSON() {
- const data = {
- itemSize: this.itemSize,
- type: this.array.constructor.name,
- array: Array.prototype.slice.call( this.array ),
- normalized: this.normalized
- };
- if ( this.name !== '' ) data.name = this.name;
- if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
- if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;
- return data;
- }
- }
- BufferAttribute.prototype.isBufferAttribute = true;
- class Uint16BufferAttribute extends BufferAttribute {
- constructor( array, itemSize, normalized ) {
- super( new Uint16Array( array ), itemSize, normalized );
- }
- }
- class Uint32BufferAttribute extends BufferAttribute {
- constructor( array, itemSize, normalized ) {
- super( new Uint32Array( array ), itemSize, normalized );
- }
- }
- class Float16BufferAttribute extends BufferAttribute {
- constructor( array, itemSize, normalized ) {
- super( new Uint16Array( array ), itemSize, normalized );
- }
- }
- Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
- class Float32BufferAttribute extends BufferAttribute {
- constructor( array, itemSize, normalized ) {
- super( new Float32Array( array ), itemSize, normalized );
- }
- }
- function arrayMax( array ) {
- if ( array.length === 0 ) return - Infinity;
- let max = array[ 0 ];
- for ( let i = 1, l = array.length; i < l; ++ i ) {
- if ( array[ i ] > max ) max = array[ i ];
- }
- return max;
- }
- let _id = 0;
- const _m1 = /*@__PURE__*/ new Matrix4();
- const _obj = /*@__PURE__*/ new Object3D();
- const _offset$1 = /*@__PURE__*/ new Vector3();
- const _box$1 = /*@__PURE__*/ new Box3();
- const _boxMorphTargets = /*@__PURE__*/ new Box3();
- const _vector$8 = /*@__PURE__*/ new Vector3();
- class BufferGeometry extends EventDispatcher {
- constructor() {
- super();
- Object.defineProperty( this, 'id', { value: _id ++ } );
- this.uuid = generateUUID();
- this.name = '';
- this.type = 'BufferGeometry';
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.morphTargetsRelative = false;
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- this.drawRange = { start: 0, count: Infinity };
- this.userData = {};
- }
- getIndex() {
- return this.index;
- }
- setIndex( index ) {
- if ( Array.isArray( index ) ) {
- this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
- } else {
- this.index = index;
- }
- return this;
- }
- getAttribute( name ) {
- return this.attributes[ name ];
- }
- setAttribute( name, attribute ) {
- this.attributes[ name ] = attribute;
- return this;
- }
- deleteAttribute( name ) {
- delete this.attributes[ name ];
- return this;
- }
- hasAttribute( name ) {
- return this.attributes[ name ] !== undefined;
- }
- addGroup( start, count, materialIndex = 0 ) {
- this.groups.push( {
- start: start,
- count: count,
- materialIndex: materialIndex
- } );
- }
- clearGroups() {
- this.groups = [];
- }
- setDrawRange( start, count ) {
- this.drawRange.start = start;
- this.drawRange.count = count;
- }
- applyMatrix4( matrix ) {
- const position = this.attributes.position;
- if ( position !== undefined ) {
- position.applyMatrix4( matrix );
- position.needsUpdate = true;
- }
- const normal = this.attributes.normal;
- if ( normal !== undefined ) {
- const normalMatrix = new Matrix3().getNormalMatrix( matrix );
- normal.applyNormalMatrix( normalMatrix );
- normal.needsUpdate = true;
- }
- const tangent = this.attributes.tangent;
- if ( tangent !== undefined ) {
- tangent.transformDirection( matrix );
- tangent.needsUpdate = true;
- }
- if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
- }
- if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
- }
- return this;
- }
- applyQuaternion( q ) {
- _m1.makeRotationFromQuaternion( q );
- this.applyMatrix4( _m1 );
- return this;
- }
- rotateX( angle ) {
- // rotate geometry around world x-axis
- _m1.makeRotationX( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- rotateY( angle ) {
- // rotate geometry around world y-axis
- _m1.makeRotationY( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- rotateZ( angle ) {
- // rotate geometry around world z-axis
- _m1.makeRotationZ( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- translate( x, y, z ) {
- // translate geometry
- _m1.makeTranslation( x, y, z );
- this.applyMatrix4( _m1 );
- return this;
- }
- scale( x, y, z ) {
- // scale geometry
- _m1.makeScale( x, y, z );
- this.applyMatrix4( _m1 );
- return this;
- }
- lookAt( vector ) {
- _obj.lookAt( vector );
- _obj.updateMatrix();
- this.applyMatrix4( _obj.matrix );
- return this;
- }
- center() {
- this.computeBoundingBox();
- this.boundingBox.getCenter( _offset$1 ).negate();
- this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
- return this;
- }
- setFromPoints( points ) {
- const position = [];
- for ( let i = 0, l = points.length; i < l; i ++ ) {
- const point = points[ i ];
- position.push( point.x, point.y, point.z || 0 );
- }
- this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
- return this;
- }
- computeBoundingBox() {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- const position = this.attributes.position;
- const morphAttributesPosition = this.morphAttributes.position;
- if ( position && position.isGLBufferAttribute ) {
- console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this );
- this.boundingBox.set(
- new Vector3( - Infinity, - Infinity, - Infinity ),
- new Vector3( + Infinity, + Infinity, + Infinity )
- );
- return;
- }
- if ( position !== undefined ) {
- this.boundingBox.setFromBufferAttribute( position );
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- _box$1.setFromBufferAttribute( morphAttribute );
- if ( this.morphTargetsRelative ) {
- _vector$8.addVectors( this.boundingBox.min, _box$1.min );
- this.boundingBox.expandByPoint( _vector$8 );
- _vector$8.addVectors( this.boundingBox.max, _box$1.max );
- this.boundingBox.expandByPoint( _vector$8 );
- } else {
- this.boundingBox.expandByPoint( _box$1.min );
- this.boundingBox.expandByPoint( _box$1.max );
- }
- }
- }
- } else {
- this.boundingBox.makeEmpty();
- }
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
- }
- }
- computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- const position = this.attributes.position;
- const morphAttributesPosition = this.morphAttributes.position;
- if ( position && position.isGLBufferAttribute ) {
- console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this );
- this.boundingSphere.set( new Vector3(), Infinity );
- return;
- }
- if ( position ) {
- // first, find the center of the bounding sphere
- const center = this.boundingSphere.center;
- _box$1.setFromBufferAttribute( position );
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- _boxMorphTargets.setFromBufferAttribute( morphAttribute );
- if ( this.morphTargetsRelative ) {
- _vector$8.addVectors( _box$1.min, _boxMorphTargets.min );
- _box$1.expandByPoint( _vector$8 );
- _vector$8.addVectors( _box$1.max, _boxMorphTargets.max );
- _box$1.expandByPoint( _vector$8 );
- } else {
- _box$1.expandByPoint( _boxMorphTargets.min );
- _box$1.expandByPoint( _boxMorphTargets.max );
- }
- }
- }
- _box$1.getCenter( center );
- // second, try to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
- let maxRadiusSq = 0;
- for ( let i = 0, il = position.count; i < il; i ++ ) {
- _vector$8.fromBufferAttribute( position, i );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
- }
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- const morphTargetsRelative = this.morphTargetsRelative;
- for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
- _vector$8.fromBufferAttribute( morphAttribute, j );
- if ( morphTargetsRelative ) {
- _offset$1.fromBufferAttribute( position, j );
- _vector$8.add( _offset$1 );
- }
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
- }
- }
- }
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- if ( isNaN( this.boundingSphere.radius ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
- }
- }
- }
- computeFaceNormals() {
- // backwards compatibility
- }
- computeTangents() {
- const index = this.index;
- const attributes = this.attributes;
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
- if ( index === null ||
- attributes.position === undefined ||
- attributes.normal === undefined ||
- attributes.uv === undefined ) {
- console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
- return;
- }
- const indices = index.array;
- const positions = attributes.position.array;
- const normals = attributes.normal.array;
- const uvs = attributes.uv.array;
- const nVertices = positions.length / 3;
- if ( attributes.tangent === undefined ) {
- this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
- }
- const tangents = attributes.tangent.array;
- const tan1 = [], tan2 = [];
- for ( let i = 0; i < nVertices; i ++ ) {
- tan1[ i ] = new Vector3();
- tan2[ i ] = new Vector3();
- }
- const vA = new Vector3(),
- vB = new Vector3(),
- vC = new Vector3(),
- uvA = new Vector2(),
- uvB = new Vector2(),
- uvC = new Vector2(),
- sdir = new Vector3(),
- tdir = new Vector3();
- function handleTriangle( a, b, c ) {
- vA.fromArray( positions, a * 3 );
- vB.fromArray( positions, b * 3 );
- vC.fromArray( positions, c * 3 );
- uvA.fromArray( uvs, a * 2 );
- uvB.fromArray( uvs, b * 2 );
- uvC.fromArray( uvs, c * 2 );
- vB.sub( vA );
- vC.sub( vA );
- uvB.sub( uvA );
- uvC.sub( uvA );
- const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
- // silently ignore degenerate uv triangles having coincident or colinear vertices
- if ( ! isFinite( r ) ) return;
- sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
- tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
- tan1[ a ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( tdir );
- }
- let groups = this.groups;
- if ( groups.length === 0 ) {
- groups = [ {
- start: 0,
- count: indices.length
- } ];
- }
- for ( let i = 0, il = groups.length; i < il; ++ i ) {
- const group = groups[ i ];
- const start = group.start;
- const count = group.count;
- for ( let j = start, jl = start + count; j < jl; j += 3 ) {
- handleTriangle(
- indices[ j + 0 ],
- indices[ j + 1 ],
- indices[ j + 2 ]
- );
- }
- }
- const tmp = new Vector3(), tmp2 = new Vector3();
- const n = new Vector3(), n2 = new Vector3();
- function handleVertex( v ) {
- n.fromArray( normals, v * 3 );
- n2.copy( n );
- const t = tan1[ v ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.crossVectors( n2, t );
- const test = tmp2.dot( tan2[ v ] );
- const w = ( test < 0.0 ) ? - 1.0 : 1.0;
- tangents[ v * 4 ] = tmp.x;
- tangents[ v * 4 + 1 ] = tmp.y;
- tangents[ v * 4 + 2 ] = tmp.z;
- tangents[ v * 4 + 3 ] = w;
- }
- for ( let i = 0, il = groups.length; i < il; ++ i ) {
- const group = groups[ i ];
- const start = group.start;
- const count = group.count;
- for ( let j = start, jl = start + count; j < jl; j += 3 ) {
- handleVertex( indices[ j + 0 ] );
- handleVertex( indices[ j + 1 ] );
- handleVertex( indices[ j + 2 ] );
- }
- }
- }
- computeVertexNormals() {
- const index = this.index;
- const positionAttribute = this.getAttribute( 'position' );
- if ( positionAttribute !== undefined ) {
- let normalAttribute = this.getAttribute( 'normal' );
- if ( normalAttribute === undefined ) {
- normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
- this.setAttribute( 'normal', normalAttribute );
- } else {
- // reset existing normals to zero
- for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
- normalAttribute.setXYZ( i, 0, 0, 0 );
- }
- }
- const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
- const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
- const cb = new Vector3(), ab = new Vector3();
- // indexed elements
- if ( index ) {
- for ( let i = 0, il = index.count; i < il; i += 3 ) {
- const vA = index.getX( i + 0 );
- const vB = index.getX( i + 1 );
- const vC = index.getX( i + 2 );
- pA.fromBufferAttribute( positionAttribute, vA );
- pB.fromBufferAttribute( positionAttribute, vB );
- pC.fromBufferAttribute( positionAttribute, vC );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- nA.fromBufferAttribute( normalAttribute, vA );
- nB.fromBufferAttribute( normalAttribute, vB );
- nC.fromBufferAttribute( normalAttribute, vC );
- nA.add( cb );
- nB.add( cb );
- nC.add( cb );
- normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
- normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
- normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
- }
- } else {
- // non-indexed elements (unconnected triangle soup)
- for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
- pA.fromBufferAttribute( positionAttribute, i + 0 );
- pB.fromBufferAttribute( positionAttribute, i + 1 );
- pC.fromBufferAttribute( positionAttribute, i + 2 );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
- normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
- normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
- }
- }
- this.normalizeNormals();
- normalAttribute.needsUpdate = true;
- }
- }
- merge( geometry, offset ) {
- if ( ! ( geometry && geometry.isBufferGeometry ) ) {
- console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
- return;
- }
- if ( offset === undefined ) {
- offset = 0;
- console.warn(
- 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
- + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
- );
- }
- const attributes = this.attributes;
- for ( const key in attributes ) {
- if ( geometry.attributes[ key ] === undefined ) continue;
- const attribute1 = attributes[ key ];
- const attributeArray1 = attribute1.array;
- const attribute2 = geometry.attributes[ key ];
- const attributeArray2 = attribute2.array;
- const attributeOffset = attribute2.itemSize * offset;
- const length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
- for ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
- attributeArray1[ j ] = attributeArray2[ i ];
- }
- }
- return this;
- }
- normalizeNormals() {
- const normals = this.attributes.normal;
- for ( let i = 0, il = normals.count; i < il; i ++ ) {
- _vector$8.fromBufferAttribute( normals, i );
- _vector$8.normalize();
- normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
- }
- }
- toNonIndexed() {
- function convertBufferAttribute( attribute, indices ) {
- const array = attribute.array;
- const itemSize = attribute.itemSize;
- const normalized = attribute.normalized;
- const array2 = new array.constructor( indices.length * itemSize );
- let index = 0, index2 = 0;
- for ( let i = 0, l = indices.length; i < l; i ++ ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- index = indices[ i ] * attribute.data.stride + attribute.offset;
- } else {
- index = indices[ i ] * itemSize;
- }
- for ( let j = 0; j < itemSize; j ++ ) {
- array2[ index2 ++ ] = array[ index ++ ];
- }
- }
- return new BufferAttribute( array2, itemSize, normalized );
- }
- //
- if ( this.index === null ) {
- console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
- return this;
- }
- const geometry2 = new BufferGeometry();
- const indices = this.index.array;
- const attributes = this.attributes;
- // attributes
- for ( const name in attributes ) {
- const attribute = attributes[ name ];
- const newAttribute = convertBufferAttribute( attribute, indices );
- geometry2.setAttribute( name, newAttribute );
- }
- // morph attributes
- const morphAttributes = this.morphAttributes;
- for ( const name in morphAttributes ) {
- const morphArray = [];
- const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
- const attribute = morphAttribute[ i ];
- const newAttribute = convertBufferAttribute( attribute, indices );
- morphArray.push( newAttribute );
- }
- geometry2.morphAttributes[ name ] = morphArray;
- }
- geometry2.morphTargetsRelative = this.morphTargetsRelative;
- // groups
- const groups = this.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- geometry2.addGroup( group.start, group.count, group.materialIndex );
- }
- return geometry2;
- }
- toJSON() {
- const data = {
- metadata: {
- version: 4.5,
- type: 'BufferGeometry',
- generator: 'BufferGeometry.toJSON'
- }
- };
- // standard BufferGeometry serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
- if ( this.parameters !== undefined ) {
- const parameters = this.parameters;
- for ( const key in parameters ) {
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- }
- return data;
- }
- // for simplicity the code assumes attributes are not shared across geometries, see #15811
- data.data = { attributes: {} };
- const index = this.index;
- if ( index !== null ) {
- data.data.index = {
- type: index.array.constructor.name,
- array: Array.prototype.slice.call( index.array )
- };
- }
- const attributes = this.attributes;
- for ( const key in attributes ) {
- const attribute = attributes[ key ];
- data.data.attributes[ key ] = attribute.toJSON( data.data );
- }
- const morphAttributes = {};
- let hasMorphAttributes = false;
- for ( const key in this.morphAttributes ) {
- const attributeArray = this.morphAttributes[ key ];
- const array = [];
- for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
- const attribute = attributeArray[ i ];
- array.push( attribute.toJSON( data.data ) );
- }
- if ( array.length > 0 ) {
- morphAttributes[ key ] = array;
- hasMorphAttributes = true;
- }
- }
- if ( hasMorphAttributes ) {
- data.data.morphAttributes = morphAttributes;
- data.data.morphTargetsRelative = this.morphTargetsRelative;
- }
- const groups = this.groups;
- if ( groups.length > 0 ) {
- data.data.groups = JSON.parse( JSON.stringify( groups ) );
- }
- const boundingSphere = this.boundingSphere;
- if ( boundingSphere !== null ) {
- data.data.boundingSphere = {
- center: boundingSphere.center.toArray(),
- radius: boundingSphere.radius
- };
- }
- return data;
- }
- clone() {
- /*
- // Handle primitives
- const parameters = this.parameters;
- if ( parameters !== undefined ) {
- const values = [];
- for ( const key in parameters ) {
- values.push( parameters[ key ] );
- }
- const geometry = Object.create( this.constructor.prototype );
- this.constructor.apply( geometry, values );
- return geometry;
- }
- return new this.constructor().copy( this );
- */
- return new BufferGeometry().copy( this );
- }
- copy( source ) {
- // reset
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // used for storing cloned, shared data
- const data = {};
- // name
- this.name = source.name;
- // index
- const index = source.index;
- if ( index !== null ) {
- this.setIndex( index.clone( data ) );
- }
- // attributes
- const attributes = source.attributes;
- for ( const name in attributes ) {
- const attribute = attributes[ name ];
- this.setAttribute( name, attribute.clone( data ) );
- }
- // morph attributes
- const morphAttributes = source.morphAttributes;
- for ( const name in morphAttributes ) {
- const array = [];
- const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
- array.push( morphAttribute[ i ].clone( data ) );
- }
- this.morphAttributes[ name ] = array;
- }
- this.morphTargetsRelative = source.morphTargetsRelative;
- // groups
- const groups = source.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- this.addGroup( group.start, group.count, group.materialIndex );
- }
- // bounding box
- const boundingBox = source.boundingBox;
- if ( boundingBox !== null ) {
- this.boundingBox = boundingBox.clone();
- }
- // bounding sphere
- const boundingSphere = source.boundingSphere;
- if ( boundingSphere !== null ) {
- this.boundingSphere = boundingSphere.clone();
- }
- // draw range
- this.drawRange.start = source.drawRange.start;
- this.drawRange.count = source.drawRange.count;
- // user data
- this.userData = source.userData;
- return this;
- }
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- }
- BufferGeometry.prototype.isBufferGeometry = true;
- const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
- const _ray$2 = /*@__PURE__*/ new Ray();
- const _sphere$3 = /*@__PURE__*/ new Sphere();
- const _vA$1 = /*@__PURE__*/ new Vector3();
- const _vB$1 = /*@__PURE__*/ new Vector3();
- const _vC$1 = /*@__PURE__*/ new Vector3();
- const _tempA = /*@__PURE__*/ new Vector3();
- const _tempB = /*@__PURE__*/ new Vector3();
- const _tempC = /*@__PURE__*/ new Vector3();
- const _morphA = /*@__PURE__*/ new Vector3();
- const _morphB = /*@__PURE__*/ new Vector3();
- const _morphC = /*@__PURE__*/ new Vector3();
- const _uvA$1 = /*@__PURE__*/ new Vector2();
- const _uvB$1 = /*@__PURE__*/ new Vector2();
- const _uvC$1 = /*@__PURE__*/ new Vector2();
- const _intersectionPoint = /*@__PURE__*/ new Vector3();
- const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
- class Mesh extends Object3D {
- constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
- super();
- this.type = 'Mesh';
- this.geometry = geometry;
- this.material = material;
- this.updateMorphTargets();
- }
- copy( source ) {
- super.copy( source );
- if ( source.morphTargetInfluences !== undefined ) {
- this.morphTargetInfluences = source.morphTargetInfluences.slice();
- }
- if ( source.morphTargetDictionary !== undefined ) {
- this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
- }
- this.material = source.material;
- this.geometry = source.geometry;
- return this;
- }
- updateMorphTargets() {
- const geometry = this.geometry;
- if ( geometry.isBufferGeometry ) {
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- } else {
- const morphTargets = geometry.morphTargets;
- if ( morphTargets !== undefined && morphTargets.length > 0 ) {
- console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- }
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const material = this.material;
- const matrixWorld = this.matrixWorld;
- if ( material === undefined ) return;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere$3.copy( geometry.boundingSphere );
- _sphere$3.applyMatrix4( matrixWorld );
- if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
- //
- _inverseMatrix$2.copy( matrixWorld ).invert();
- _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
- // Check boundingBox before continuing
- if ( geometry.boundingBox !== null ) {
- if ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;
- }
- let intersection;
- if ( geometry.isBufferGeometry ) {
- const index = geometry.index;
- const position = geometry.attributes.position;
- const morphPosition = geometry.morphAttributes.position;
- const morphTargetsRelative = geometry.morphTargetsRelative;
- const uv = geometry.attributes.uv;
- const uv2 = geometry.attributes.uv2;
- const groups = geometry.groups;
- const drawRange = geometry.drawRange;
- if ( index !== null ) {
- // indexed buffer geometry
- if ( Array.isArray( material ) ) {
- for ( let i = 0, il = groups.length; i < il; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- const start = Math.max( group.start, drawRange.start );
- const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
- for ( let j = start, jl = end; j < jl; j += 3 ) {
- const a = index.getX( j );
- const b = index.getX( j + 1 );
- const c = index.getX( j + 2 );
- intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
- }
- }
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i += 3 ) {
- const a = index.getX( i );
- const b = index.getX( i + 1 );
- const c = index.getX( i + 2 );
- intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
- intersects.push( intersection );
- }
- }
- }
- } else if ( position !== undefined ) {
- // non-indexed buffer geometry
- if ( Array.isArray( material ) ) {
- for ( let i = 0, il = groups.length; i < il; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- const start = Math.max( group.start, drawRange.start );
- const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
- for ( let j = start, jl = end; j < jl; j += 3 ) {
- const a = j;
- const b = j + 1;
- const c = j + 2;
- intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
- }
- }
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i += 3 ) {
- const a = i;
- const b = i + 1;
- const c = i + 2;
- intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
- intersects.push( intersection );
- }
- }
- }
- }
- } else if ( geometry.isGeometry ) {
- console.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- }
- Mesh.prototype.isMesh = true;
- function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
- let intersect;
- if ( material.side === BackSide ) {
- intersect = ray.intersectTriangle( pC, pB, pA, true, point );
- } else {
- intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
- }
- if ( intersect === null ) return null;
- _intersectionPointWorld.copy( point );
- _intersectionPointWorld.applyMatrix4( object.matrixWorld );
- const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
- if ( distance < raycaster.near || distance > raycaster.far ) return null;
- return {
- distance: distance,
- point: _intersectionPointWorld.clone(),
- object: object
- };
- }
- function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
- _vA$1.fromBufferAttribute( position, a );
- _vB$1.fromBufferAttribute( position, b );
- _vC$1.fromBufferAttribute( position, c );
- const morphInfluences = object.morphTargetInfluences;
- if ( material.morphTargets && morphPosition && morphInfluences ) {
- _morphA.set( 0, 0, 0 );
- _morphB.set( 0, 0, 0 );
- _morphC.set( 0, 0, 0 );
- for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
- const influence = morphInfluences[ i ];
- const morphAttribute = morphPosition[ i ];
- if ( influence === 0 ) continue;
- _tempA.fromBufferAttribute( morphAttribute, a );
- _tempB.fromBufferAttribute( morphAttribute, b );
- _tempC.fromBufferAttribute( morphAttribute, c );
- if ( morphTargetsRelative ) {
- _morphA.addScaledVector( _tempA, influence );
- _morphB.addScaledVector( _tempB, influence );
- _morphC.addScaledVector( _tempC, influence );
- } else {
- _morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );
- _morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );
- _morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );
- }
- }
- _vA$1.add( _morphA );
- _vB$1.add( _morphB );
- _vC$1.add( _morphC );
- }
- if ( object.isSkinnedMesh ) {
- object.boneTransform( a, _vA$1 );
- object.boneTransform( b, _vB$1 );
- object.boneTransform( c, _vC$1 );
- }
- const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
- if ( intersection ) {
- if ( uv ) {
- _uvA$1.fromBufferAttribute( uv, a );
- _uvB$1.fromBufferAttribute( uv, b );
- _uvC$1.fromBufferAttribute( uv, c );
- intersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
- }
- if ( uv2 ) {
- _uvA$1.fromBufferAttribute( uv2, a );
- _uvB$1.fromBufferAttribute( uv2, b );
- _uvC$1.fromBufferAttribute( uv2, c );
- intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
- }
- const face = {
- a: a,
- b: b,
- c: c,
- normal: new Vector3(),
- materialIndex: 0
- };
- Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
- intersection.face = face;
- }
- return intersection;
- }
- class BoxGeometry extends BufferGeometry {
- constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
- super();
- this.type = 'BoxGeometry';
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- const scope = this;
- // segments
- widthSegments = Math.floor( widthSegments );
- heightSegments = Math.floor( heightSegments );
- depthSegments = Math.floor( depthSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- let numberOfVertices = 0;
- let groupStart = 0;
- // build each side of the box geometry
- buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
- buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
- buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
- buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
- buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
- buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
- const segmentWidth = width / gridX;
- const segmentHeight = height / gridY;
- const widthHalf = width / 2;
- const heightHalf = height / 2;
- const depthHalf = depth / 2;
- const gridX1 = gridX + 1;
- const gridY1 = gridY + 1;
- let vertexCounter = 0;
- let groupCount = 0;
- const vector = new Vector3();
- // generate vertices, normals and uvs
- for ( let iy = 0; iy < gridY1; iy ++ ) {
- const y = iy * segmentHeight - heightHalf;
- for ( let ix = 0; ix < gridX1; ix ++ ) {
- const x = ix * segmentWidth - widthHalf;
- // set values to correct vector component
- vector[ u ] = x * udir;
- vector[ v ] = y * vdir;
- vector[ w ] = depthHalf;
- // now apply vector to vertex buffer
- vertices.push( vector.x, vector.y, vector.z );
- // set values to correct vector component
- vector[ u ] = 0;
- vector[ v ] = 0;
- vector[ w ] = depth > 0 ? 1 : - 1;
- // now apply vector to normal buffer
- normals.push( vector.x, vector.y, vector.z );
- // uvs
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- // counters
- vertexCounter += 1;
- }
- }
- // indices
- // 1. you need three indices to draw a single face
- // 2. a single segment consists of two faces
- // 3. so we need to generate six (2*3) indices per segment
- for ( let iy = 0; iy < gridY; iy ++ ) {
- for ( let ix = 0; ix < gridX; ix ++ ) {
- const a = numberOfVertices + ix + gridX1 * iy;
- const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
- const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
- const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // increase counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, materialIndex );
- // calculate new start value for groups
- groupStart += groupCount;
- // update total number of vertices
- numberOfVertices += vertexCounter;
- }
- }
- static fromJSON( data ) {
- return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
- }
- }
- /**
- * Uniform Utilities
- */
- function cloneUniforms( src ) {
- const dst = {};
- for ( const u in src ) {
- dst[ u ] = {};
- for ( const p in src[ u ] ) {
- const property = src[ u ][ p ];
- if ( property && ( property.isColor ||
- property.isMatrix3 || property.isMatrix4 ||
- property.isVector2 || property.isVector3 || property.isVector4 ||
- property.isTexture || property.isQuaternion ) ) {
- dst[ u ][ p ] = property.clone();
- } else if ( Array.isArray( property ) ) {
- dst[ u ][ p ] = property.slice();
- } else {
- dst[ u ][ p ] = property;
- }
- }
- }
- return dst;
- }
- function mergeUniforms( uniforms ) {
- const merged = {};
- for ( let u = 0; u < uniforms.length; u ++ ) {
- const tmp = cloneUniforms( uniforms[ u ] );
- for ( const p in tmp ) {
- merged[ p ] = tmp[ p ];
- }
- }
- return merged;
- }
- // Legacy
- const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
- var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
- var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
- /**
- * parameters = {
- * defines: { "label" : "value" },
- * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
- *
- * fragmentShader: <string>,
- * vertexShader: <string>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * lights: <bool>,
- *
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- class ShaderMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'ShaderMaterial';
- this.defines = {};
- this.uniforms = {};
- this.vertexShader = default_vertex;
- this.fragmentShader = default_fragment;
- this.linewidth = 1;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false; // set to use scene fog
- this.lights = false; // set to use scene lights
- this.clipping = false; // set to use user-defined clipping planes
- this.morphTargets = false; // set to use morph targets
- this.morphNormals = false; // set to use morph normals
- this.extensions = {
- derivatives: false, // set to use derivatives
- fragDepth: false, // set to use fragment depth values
- drawBuffers: false, // set to use draw buffers
- shaderTextureLOD: false // set to use shader texture LOD
- };
- // When rendered geometry doesn't include these attributes but the material does,
- // use these default values in WebGL. This avoids errors when buffer data is missing.
- this.defaultAttributeValues = {
- 'color': [ 1, 1, 1 ],
- 'uv': [ 0, 0 ],
- 'uv2': [ 0, 0 ]
- };
- this.index0AttributeName = undefined;
- this.uniformsNeedUpdate = false;
- this.glslVersion = null;
- if ( parameters !== undefined ) {
- if ( parameters.attributes !== undefined ) {
- console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
- }
- this.setValues( parameters );
- }
- }
- copy( source ) {
- super.copy( source );
- this.fragmentShader = source.fragmentShader;
- this.vertexShader = source.vertexShader;
- this.uniforms = cloneUniforms( source.uniforms );
- this.defines = Object.assign( {}, source.defines );
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.lights = source.lights;
- this.clipping = source.clipping;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- this.extensions = Object.assign( {}, source.extensions );
- this.glslVersion = source.glslVersion;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.glslVersion = this.glslVersion;
- data.uniforms = {};
- for ( const name in this.uniforms ) {
- const uniform = this.uniforms[ name ];
- const value = uniform.value;
- if ( value && value.isTexture ) {
- data.uniforms[ name ] = {
- type: 't',
- value: value.toJSON( meta ).uuid
- };
- } else if ( value && value.isColor ) {
- data.uniforms[ name ] = {
- type: 'c',
- value: value.getHex()
- };
- } else if ( value && value.isVector2 ) {
- data.uniforms[ name ] = {
- type: 'v2',
- value: value.toArray()
- };
- } else if ( value && value.isVector3 ) {
- data.uniforms[ name ] = {
- type: 'v3',
- value: value.toArray()
- };
- } else if ( value && value.isVector4 ) {
- data.uniforms[ name ] = {
- type: 'v4',
- value: value.toArray()
- };
- } else if ( value && value.isMatrix3 ) {
- data.uniforms[ name ] = {
- type: 'm3',
- value: value.toArray()
- };
- } else if ( value && value.isMatrix4 ) {
- data.uniforms[ name ] = {
- type: 'm4',
- value: value.toArray()
- };
- } else {
- data.uniforms[ name ] = {
- value: value
- };
- // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
- }
- }
- if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
- const extensions = {};
- for ( const key in this.extensions ) {
- if ( this.extensions[ key ] === true ) extensions[ key ] = true;
- }
- if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
- return data;
- }
- }
- ShaderMaterial.prototype.isShaderMaterial = true;
- class Camera extends Object3D {
- constructor() {
- super();
- this.type = 'Camera';
- this.matrixWorldInverse = new Matrix4();
- this.projectionMatrix = new Matrix4();
- this.projectionMatrixInverse = new Matrix4();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.matrixWorldInverse.copy( source.matrixWorldInverse );
- this.projectionMatrix.copy( source.projectionMatrix );
- this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
- return this;
- }
- getWorldDirection( target ) {
- this.updateWorldMatrix( true, false );
- const e = this.matrixWorld.elements;
- return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
- }
- updateMatrixWorld( force ) {
- super.updateMatrixWorld( force );
- this.matrixWorldInverse.copy( this.matrixWorld ).invert();
- }
- updateWorldMatrix( updateParents, updateChildren ) {
- super.updateWorldMatrix( updateParents, updateChildren );
- this.matrixWorldInverse.copy( this.matrixWorld ).invert();
- }
- clone() {
- return new this.constructor().copy( this );
- }
- }
- Camera.prototype.isCamera = true;
- class PerspectiveCamera extends Camera {
- constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
- super();
- this.type = 'PerspectiveCamera';
- this.fov = fov;
- this.zoom = 1;
- this.near = near;
- this.far = far;
- this.focus = 10;
- this.aspect = aspect;
- this.view = null;
- this.filmGauge = 35; // width of the film (default in millimeters)
- this.filmOffset = 0; // horizontal film offset (same unit as gauge)
- this.updateProjectionMatrix();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.fov = source.fov;
- this.zoom = source.zoom;
- this.near = source.near;
- this.far = source.far;
- this.focus = source.focus;
- this.aspect = source.aspect;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- this.filmGauge = source.filmGauge;
- this.filmOffset = source.filmOffset;
- return this;
- }
- /**
- * Sets the FOV by focal length in respect to the current .filmGauge.
- *
- * The default film gauge is 35, so that the focal length can be specified for
- * a 35mm (full frame) camera.
- *
- * Values for focal length and film gauge must have the same unit.
- */
- setFocalLength( focalLength ) {
- /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
- const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
- this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
- this.updateProjectionMatrix();
- }
- /**
- * Calculates the focal length from the current .fov and .filmGauge.
- */
- getFocalLength() {
- const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
- return 0.5 * this.getFilmHeight() / vExtentSlope;
- }
- getEffectiveFOV() {
- return RAD2DEG * 2 * Math.atan(
- Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
- }
- getFilmWidth() {
- // film not completely covered in portrait format (aspect < 1)
- return this.filmGauge * Math.min( this.aspect, 1 );
- }
- getFilmHeight() {
- // film not completely covered in landscape format (aspect > 1)
- return this.filmGauge / Math.max( this.aspect, 1 );
- }
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * const w = 1920;
- * const h = 1080;
- * const fullWidth = w * 3;
- * const fullHeight = h * 2;
- *
- * --A--
- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
- setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
- this.aspect = fullWidth / fullHeight;
- if ( this.view === null ) {
- this.view = {
- enabled: true,
- fullWidth: 1,
- fullHeight: 1,
- offsetX: 0,
- offsetY: 0,
- width: 1,
- height: 1
- };
- }
- this.view.enabled = true;
- this.view.fullWidth = fullWidth;
- this.view.fullHeight = fullHeight;
- this.view.offsetX = x;
- this.view.offsetY = y;
- this.view.width = width;
- this.view.height = height;
- this.updateProjectionMatrix();
- }
- clearViewOffset() {
- if ( this.view !== null ) {
- this.view.enabled = false;
- }
- this.updateProjectionMatrix();
- }
- updateProjectionMatrix() {
- const near = this.near;
- let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
- let height = 2 * top;
- let width = this.aspect * height;
- let left = - 0.5 * width;
- const view = this.view;
- if ( this.view !== null && this.view.enabled ) {
- const fullWidth = view.fullWidth,
- fullHeight = view.fullHeight;
- left += view.offsetX * width / fullWidth;
- top -= view.offsetY * height / fullHeight;
- width *= view.width / fullWidth;
- height *= view.height / fullHeight;
- }
- const skew = this.filmOffset;
- if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
- this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
- this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.fov = this.fov;
- data.object.zoom = this.zoom;
- data.object.near = this.near;
- data.object.far = this.far;
- data.object.focus = this.focus;
- data.object.aspect = this.aspect;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- data.object.filmGauge = this.filmGauge;
- data.object.filmOffset = this.filmOffset;
- return data;
- }
- }
- PerspectiveCamera.prototype.isPerspectiveCamera = true;
- const fov = 90, aspect = 1;
- class CubeCamera extends Object3D {
- constructor( near, far, renderTarget ) {
- super();
- this.type = 'CubeCamera';
- if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
- console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
- return;
- }
- this.renderTarget = renderTarget;
- const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
- cameraPX.layers = this.layers;
- cameraPX.up.set( 0, - 1, 0 );
- cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
- this.add( cameraPX );
- const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
- cameraNX.layers = this.layers;
- cameraNX.up.set( 0, - 1, 0 );
- cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
- this.add( cameraNX );
- const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
- cameraPY.layers = this.layers;
- cameraPY.up.set( 0, 0, 1 );
- cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
- this.add( cameraPY );
- const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
- cameraNY.layers = this.layers;
- cameraNY.up.set( 0, 0, - 1 );
- cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
- this.add( cameraNY );
- const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
- cameraPZ.layers = this.layers;
- cameraPZ.up.set( 0, - 1, 0 );
- cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
- this.add( cameraPZ );
- const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
- cameraNZ.layers = this.layers;
- cameraNZ.up.set( 0, - 1, 0 );
- cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
- this.add( cameraNZ );
- }
- update( renderer, scene ) {
- if ( this.parent === null ) this.updateMatrixWorld();
- const renderTarget = this.renderTarget;
- const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
- const currentXrEnabled = renderer.xr.enabled;
- const currentRenderTarget = renderer.getRenderTarget();
- renderer.xr.enabled = false;
- const generateMipmaps = renderTarget.texture.generateMipmaps;
- renderTarget.texture.generateMipmaps = false;
- renderer.setRenderTarget( renderTarget, 0 );
- renderer.render( scene, cameraPX );
- renderer.setRenderTarget( renderTarget, 1 );
- renderer.render( scene, cameraNX );
- renderer.setRenderTarget( renderTarget, 2 );
- renderer.render( scene, cameraPY );
- renderer.setRenderTarget( renderTarget, 3 );
- renderer.render( scene, cameraNY );
- renderer.setRenderTarget( renderTarget, 4 );
- renderer.render( scene, cameraPZ );
- renderTarget.texture.generateMipmaps = generateMipmaps;
- renderer.setRenderTarget( renderTarget, 5 );
- renderer.render( scene, cameraNZ );
- renderer.setRenderTarget( currentRenderTarget );
- renderer.xr.enabled = currentXrEnabled;
- }
- }
- class CubeTexture extends Texture {
- constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
- images = images !== undefined ? images : [];
- mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
- format = format !== undefined ? format : RGBFormat;
- super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
- // Why CubeTexture._needsFlipEnvMap is necessary:
- //
- // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
- // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
- // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
- // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
- // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
- // when using WebGLCubeRenderTarget.texture as a cube texture.
- this._needsFlipEnvMap = true;
- this.flipY = false;
- }
- get images() {
- return this.image;
- }
- set images( value ) {
- this.image = value;
- }
- }
- CubeTexture.prototype.isCubeTexture = true;
- class WebGLCubeRenderTarget extends WebGLRenderTarget {
- constructor( size, options, dummy ) {
- if ( Number.isInteger( options ) ) {
- console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
- options = dummy;
- }
- super( size, size, options );
- options = options || {};
- this.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
- this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
- this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
- this.texture._needsFlipEnvMap = false;
- }
- fromEquirectangularTexture( renderer, texture ) {
- this.texture.type = texture.type;
- this.texture.format = RGBAFormat; // see #18859
- this.texture.encoding = texture.encoding;
- this.texture.generateMipmaps = texture.generateMipmaps;
- this.texture.minFilter = texture.minFilter;
- this.texture.magFilter = texture.magFilter;
- const shader = {
- uniforms: {
- tEquirect: { value: null },
- },
- vertexShader: /* glsl */`
- varying vec3 vWorldDirection;
- vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
- return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
- }
- void main() {
- vWorldDirection = transformDirection( position, modelMatrix );
- #include <begin_vertex>
- #include <project_vertex>
- }
- `,
- fragmentShader: /* glsl */`
- uniform sampler2D tEquirect;
- varying vec3 vWorldDirection;
- #include <common>
- void main() {
- vec3 direction = normalize( vWorldDirection );
- vec2 sampleUV = equirectUv( direction );
- gl_FragColor = texture2D( tEquirect, sampleUV );
- }
- `
- };
- const geometry = new BoxGeometry( 5, 5, 5 );
- const material = new ShaderMaterial( {
- name: 'CubemapFromEquirect',
- uniforms: cloneUniforms( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader,
- side: BackSide,
- blending: NoBlending
- } );
- material.uniforms.tEquirect.value = texture;
- const mesh = new Mesh( geometry, material );
- const currentMinFilter = texture.minFilter;
- // Avoid blurred poles
- if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
- const camera = new CubeCamera( 1, 10, this );
- camera.update( renderer, mesh );
- texture.minFilter = currentMinFilter;
- mesh.geometry.dispose();
- mesh.material.dispose();
- return this;
- }
- clear( renderer, color, depth, stencil ) {
- const currentRenderTarget = renderer.getRenderTarget();
- for ( let i = 0; i < 6; i ++ ) {
- renderer.setRenderTarget( this, i );
- renderer.clear( color, depth, stencil );
- }
- renderer.setRenderTarget( currentRenderTarget );
- }
- }
- WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
- const _vector1 = /*@__PURE__*/ new Vector3();
- const _vector2 = /*@__PURE__*/ new Vector3();
- const _normalMatrix = /*@__PURE__*/ new Matrix3();
- class Plane {
- constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
- // normal is assumed to be normalized
- this.normal = normal;
- this.constant = constant;
- }
- set( normal, constant ) {
- this.normal.copy( normal );
- this.constant = constant;
- return this;
- }
- setComponents( x, y, z, w ) {
- this.normal.set( x, y, z );
- this.constant = w;
- return this;
- }
- setFromNormalAndCoplanarPoint( normal, point ) {
- this.normal.copy( normal );
- this.constant = - point.dot( this.normal );
- return this;
- }
- setFromCoplanarPoints( a, b, c ) {
- const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
- this.setFromNormalAndCoplanarPoint( normal, a );
- return this;
- }
- copy( plane ) {
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
- return this;
- }
- normalize() {
- // Note: will lead to a divide by zero if the plane is invalid.
- const inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
- return this;
- }
- negate() {
- this.constant *= - 1;
- this.normal.negate();
- return this;
- }
- distanceToPoint( point ) {
- return this.normal.dot( point ) + this.constant;
- }
- distanceToSphere( sphere ) {
- return this.distanceToPoint( sphere.center ) - sphere.radius;
- }
- projectPoint( point, target ) {
- return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
- }
- intersectLine( line, target ) {
- const direction = line.delta( _vector1 );
- const denominator = this.normal.dot( direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) === 0 ) {
- return target.copy( line.start );
- }
- // Unsure if this is the correct method to handle this case.
- return null;
- }
- const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
- if ( t < 0 || t > 1 ) {
- return null;
- }
- return target.copy( direction ).multiplyScalar( t ).add( line.start );
- }
- intersectsLine( line ) {
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
- const startSign = this.distanceToPoint( line.start );
- const endSign = this.distanceToPoint( line.end );
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
- }
- intersectsBox( box ) {
- return box.intersectsPlane( this );
- }
- intersectsSphere( sphere ) {
- return sphere.intersectsPlane( this );
- }
- coplanarPoint( target ) {
- return target.copy( this.normal ).multiplyScalar( - this.constant );
- }
- applyMatrix4( matrix, optionalNormalMatrix ) {
- const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
- const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
- const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
- this.constant = - referencePoint.dot( normal );
- return this;
- }
- translate( offset ) {
- this.constant -= offset.dot( this.normal );
- return this;
- }
- equals( plane ) {
- return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
- }
- clone() {
- return new this.constructor().copy( this );
- }
- }
- Plane.prototype.isPlane = true;
- const _sphere$2 = /*@__PURE__*/ new Sphere();
- const _vector$7 = /*@__PURE__*/ new Vector3();
- class Frustum {
- constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
- this.planes = [ p0, p1, p2, p3, p4, p5 ];
- }
- set( p0, p1, p2, p3, p4, p5 ) {
- const planes = this.planes;
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
- return this;
- }
- copy( frustum ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- planes[ i ].copy( frustum.planes[ i ] );
- }
- return this;
- }
- setFromProjectionMatrix( m ) {
- const planes = this.planes;
- const me = m.elements;
- const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
- const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
- const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
- const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
- return this;
- }
- intersectsObject( object ) {
- const geometry = object.geometry;
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
- return this.intersectsSphere( _sphere$2 );
- }
- intersectsSprite( sprite ) {
- _sphere$2.center.set( 0, 0, 0 );
- _sphere$2.radius = 0.7071067811865476;
- _sphere$2.applyMatrix4( sprite.matrixWorld );
- return this.intersectsSphere( _sphere$2 );
- }
- intersectsSphere( sphere ) {
- const planes = this.planes;
- const center = sphere.center;
- const negRadius = - sphere.radius;
- for ( let i = 0; i < 6; i ++ ) {
- const distance = planes[ i ].distanceToPoint( center );
- if ( distance < negRadius ) {
- return false;
- }
- }
- return true;
- }
- intersectsBox( box ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- const plane = planes[ i ];
- // corner at max distance
- _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;
- if ( plane.distanceToPoint( _vector$7 ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- containsPoint( point ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- clone() {
- return new this.constructor().copy( this );
- }
- }
- function WebGLAnimation() {
- let context = null;
- let isAnimating = false;
- let animationLoop = null;
- let requestId = null;
- function onAnimationFrame( time, frame ) {
- animationLoop( time, frame );
- requestId = context.requestAnimationFrame( onAnimationFrame );
- }
- return {
- start: function () {
- if ( isAnimating === true ) return;
- if ( animationLoop === null ) return;
- requestId = context.requestAnimationFrame( onAnimationFrame );
- isAnimating = true;
- },
- stop: function () {
- context.cancelAnimationFrame( requestId );
- isAnimating = false;
- },
- setAnimationLoop: function ( callback ) {
- animationLoop = callback;
- },
- setContext: function ( value ) {
- context = value;
- }
- };
- }
- function WebGLAttributes( gl, capabilities ) {
- const isWebGL2 = capabilities.isWebGL2;
- const buffers = new WeakMap();
- function createBuffer( attribute, bufferType ) {
- const array = attribute.array;
- const usage = attribute.usage;
- const buffer = gl.createBuffer();
- gl.bindBuffer( bufferType, buffer );
- gl.bufferData( bufferType, array, usage );
- attribute.onUploadCallback();
- let type = 5126;
- if ( array instanceof Float32Array ) {
- type = 5126;
- } else if ( array instanceof Float64Array ) {
- console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
- } else if ( array instanceof Uint16Array ) {
- if ( attribute.isFloat16BufferAttribute ) {
- if ( isWebGL2 ) {
- type = 5131;
- } else {
- console.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );
- }
- } else {
- type = 5123;
- }
- } else if ( array instanceof Int16Array ) {
- type = 5122;
- } else if ( array instanceof Uint32Array ) {
- type = 5125;
- } else if ( array instanceof Int32Array ) {
- type = 5124;
- } else if ( array instanceof Int8Array ) {
- type = 5120;
- } else if ( array instanceof Uint8Array ) {
- type = 5121;
- } else if ( array instanceof Uint8ClampedArray ) {
- type = 5121;
- }
- return {
- buffer: buffer,
- type: type,
- bytesPerElement: array.BYTES_PER_ELEMENT,
- version: attribute.version
- };
- }
- function updateBuffer( buffer, attribute, bufferType ) {
- const array = attribute.array;
- const updateRange = attribute.updateRange;
- gl.bindBuffer( bufferType, buffer );
- if ( updateRange.count === - 1 ) {
- // Not using update ranges
- gl.bufferSubData( bufferType, 0, array );
- } else {
- if ( isWebGL2 ) {
- gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
- array, updateRange.offset, updateRange.count );
- } else {
- gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
- array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
- }
- updateRange.count = - 1; // reset range
- }
- }
- //
- function get( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
- return buffers.get( attribute );
- }
- function remove( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
- const data = buffers.get( attribute );
- if ( data ) {
- gl.deleteBuffer( data.buffer );
- buffers.delete( attribute );
- }
- }
- function update( attribute, bufferType ) {
- if ( attribute.isGLBufferAttribute ) {
- const cached = buffers.get( attribute );
- if ( ! cached || cached.version < attribute.version ) {
- buffers.set( attribute, {
- buffer: attribute.buffer,
- type: attribute.type,
- bytesPerElement: attribute.elementSize,
- version: attribute.version
- } );
- }
- return;
- }
- if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
- const data = buffers.get( attribute );
- if ( data === undefined ) {
- buffers.set( attribute, createBuffer( attribute, bufferType ) );
- } else if ( data.version < attribute.version ) {
- updateBuffer( data.buffer, attribute, bufferType );
- data.version = attribute.version;
- }
- }
- return {
- get: get,
- remove: remove,
- update: update
- };
- }
- class PlaneGeometry extends BufferGeometry {
- constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
- super();
- this.type = 'PlaneGeometry';
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
- const width_half = width / 2;
- const height_half = height / 2;
- const gridX = Math.floor( widthSegments );
- const gridY = Math.floor( heightSegments );
- const gridX1 = gridX + 1;
- const gridY1 = gridY + 1;
- const segment_width = width / gridX;
- const segment_height = height / gridY;
- //
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- for ( let iy = 0; iy < gridY1; iy ++ ) {
- const y = iy * segment_height - height_half;
- for ( let ix = 0; ix < gridX1; ix ++ ) {
- const x = ix * segment_width - width_half;
- vertices.push( x, - y, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- }
- }
- for ( let iy = 0; iy < gridY; iy ++ ) {
- for ( let ix = 0; ix < gridX; ix ++ ) {
- const a = ix + gridX1 * iy;
- const b = ix + gridX1 * ( iy + 1 );
- const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- const d = ( ix + 1 ) + gridX1 * iy;
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- static fromJSON( data ) {
- return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
- }
- }
- var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
- var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
- var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
- var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
- var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
- var begin_vertex = "vec3 transformed = vec3( position );";
- var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
- var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotVH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
- var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
- var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
- var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
- var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
- var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
- var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
- var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
- var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
- var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
- var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
- var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
- var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
- var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
- var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
- var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
- var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
- var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
- var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
- var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
- var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
- var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
- var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
- var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
- var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
- var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
- var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
- var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
- var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
- var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
- var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
- var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
- var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
- var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
- var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
- var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
- var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
- var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
- var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
- var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
- var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
- var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
- var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
- var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
- var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
- var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
- var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
- var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
- var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
- var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
- var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
- var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
- var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
- var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
- var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
- var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
- var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";
- var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
- var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif";
- var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
- var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
- var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
- var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
- var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
- var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
- var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
- var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
- var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
- var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
- var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
- var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
- var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
- var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
- var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
- var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
- var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
- var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
- var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
- var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
- var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSNMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition.xyz / vWorldPosition.w;\n\tvec3 v = normalize( cameraPosition - pos );\n\tfloat ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity );\n\tvec3 transmission = transmissionFactor * getIBLVolumeRefraction(\n\t\tnormal, v, roughnessFactor, material.diffuseColor, totalSpecular,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission, transmissionFactor );\n#endif";
- var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec4 vWorldPosition;\n\tvec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) {\n\t\tvec3 refractionVector = refract(-v, normalize(n), 1.0 / ior);\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length(vec3(modelMatrix[0].xyz));\n\t\tmodelScale.y = length(vec3(modelMatrix[1].xyz));\n\t\tmodelScale.z = length(vec3(modelMatrix[2].xyz));\n\t\treturn normalize(refractionVector) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness(float roughness, float ior) {\n\t\treturn roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);\n\t}\n\tvec3 getTransmissionSample(vec2 fragCoord, float roughness, float ior) {\n\t\tfloat framebufferLod = log2(transmissionSamplerSize.x) * applyIorToRoughness(roughness, ior);\n\t\treturn texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod).rgb;\n\t}\n\tvec3 applyVolumeAttenuation(vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance) {\n\t\tif (attenuationDistance == 0.0) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log(attenuationColor) / attenuationDistance;\n\t\t\tvec3 transmittance = exp(-attenuationCoefficient * transmissionDistance);\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec3 getIBLVolumeRefraction(vec3 n, vec3 v, float perceptualRoughness, vec3 baseColor, vec3 specularColor,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay(n, v, thickness, ior, modelMatrix);\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4(refractedRayExit, 1.0);\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec3 transmittedLight = getTransmissionSample(refractionCoords, perceptualRoughness, ior);\n\t\tvec3 attenuatedColor = applyVolumeAttenuation(transmittedLight, length(transmissionRay), attenuationColor, attenuationDistance);\n\t\treturn (1.0 - specularColor) * attenuatedColor * baseColor;\n\t}\n#endif";
- var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
- var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
- var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
- var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
- var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
- var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
- var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
- var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
- var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
- var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
- var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
- var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
- var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
- var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
- var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
- var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
- var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
- var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
- var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
- var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
- var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
- var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
- var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
- var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
- var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
- var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
- var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
- var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
- var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
- var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform vec3 attenuationColor;\n\tuniform float attenuationDistance;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <transmission_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
- var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#ifdef USE_TRANSMISSION\n\tvarying vec4 vWorldPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition;\n#endif\n}";
- var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
- var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
- var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
- var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
- var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
- var shadow_vert = "#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
- var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
- var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
- const ShaderChunk = {
- alphamap_fragment: alphamap_fragment,
- alphamap_pars_fragment: alphamap_pars_fragment,
- alphatest_fragment: alphatest_fragment,
- aomap_fragment: aomap_fragment,
- aomap_pars_fragment: aomap_pars_fragment,
- begin_vertex: begin_vertex,
- beginnormal_vertex: beginnormal_vertex,
- bsdfs: bsdfs,
- bumpmap_pars_fragment: bumpmap_pars_fragment,
- clipping_planes_fragment: clipping_planes_fragment,
- clipping_planes_pars_fragment: clipping_planes_pars_fragment,
- clipping_planes_pars_vertex: clipping_planes_pars_vertex,
- clipping_planes_vertex: clipping_planes_vertex,
- color_fragment: color_fragment,
- color_pars_fragment: color_pars_fragment,
- color_pars_vertex: color_pars_vertex,
- color_vertex: color_vertex,
- common: common,
- cube_uv_reflection_fragment: cube_uv_reflection_fragment,
- defaultnormal_vertex: defaultnormal_vertex,
- displacementmap_pars_vertex: displacementmap_pars_vertex,
- displacementmap_vertex: displacementmap_vertex,
- emissivemap_fragment: emissivemap_fragment,
- emissivemap_pars_fragment: emissivemap_pars_fragment,
- encodings_fragment: encodings_fragment,
- encodings_pars_fragment: encodings_pars_fragment,
- envmap_fragment: envmap_fragment,
- envmap_common_pars_fragment: envmap_common_pars_fragment,
- envmap_pars_fragment: envmap_pars_fragment,
- envmap_pars_vertex: envmap_pars_vertex,
- envmap_physical_pars_fragment: envmap_physical_pars_fragment,
- envmap_vertex: envmap_vertex,
- fog_vertex: fog_vertex,
- fog_pars_vertex: fog_pars_vertex,
- fog_fragment: fog_fragment,
- fog_pars_fragment: fog_pars_fragment,
- gradientmap_pars_fragment: gradientmap_pars_fragment,
- lightmap_fragment: lightmap_fragment,
- lightmap_pars_fragment: lightmap_pars_fragment,
- lights_lambert_vertex: lights_lambert_vertex,
- lights_pars_begin: lights_pars_begin,
- lights_toon_fragment: lights_toon_fragment,
- lights_toon_pars_fragment: lights_toon_pars_fragment,
- lights_phong_fragment: lights_phong_fragment,
- lights_phong_pars_fragment: lights_phong_pars_fragment,
- lights_physical_fragment: lights_physical_fragment,
- lights_physical_pars_fragment: lights_physical_pars_fragment,
- lights_fragment_begin: lights_fragment_begin,
- lights_fragment_maps: lights_fragment_maps,
- lights_fragment_end: lights_fragment_end,
- logdepthbuf_fragment: logdepthbuf_fragment,
- logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
- logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
- logdepthbuf_vertex: logdepthbuf_vertex,
- map_fragment: map_fragment,
- map_pars_fragment: map_pars_fragment,
- map_particle_fragment: map_particle_fragment,
- map_particle_pars_fragment: map_particle_pars_fragment,
- metalnessmap_fragment: metalnessmap_fragment,
- metalnessmap_pars_fragment: metalnessmap_pars_fragment,
- morphnormal_vertex: morphnormal_vertex,
- morphtarget_pars_vertex: morphtarget_pars_vertex,
- morphtarget_vertex: morphtarget_vertex,
- normal_fragment_begin: normal_fragment_begin,
- normal_fragment_maps: normal_fragment_maps,
- normalmap_pars_fragment: normalmap_pars_fragment,
- clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
- clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
- clearcoat_pars_fragment: clearcoat_pars_fragment,
- packing: packing,
- premultiplied_alpha_fragment: premultiplied_alpha_fragment,
- project_vertex: project_vertex,
- dithering_fragment: dithering_fragment,
- dithering_pars_fragment: dithering_pars_fragment,
- roughnessmap_fragment: roughnessmap_fragment,
- roughnessmap_pars_fragment: roughnessmap_pars_fragment,
- shadowmap_pars_fragment: shadowmap_pars_fragment,
- shadowmap_pars_vertex: shadowmap_pars_vertex,
- shadowmap_vertex: shadowmap_vertex,
- shadowmask_pars_fragment: shadowmask_pars_fragment,
- skinbase_vertex: skinbase_vertex,
- skinning_pars_vertex: skinning_pars_vertex,
- skinning_vertex: skinning_vertex,
- skinnormal_vertex: skinnormal_vertex,
- specularmap_fragment: specularmap_fragment,
- specularmap_pars_fragment: specularmap_pars_fragment,
- tonemapping_fragment: tonemapping_fragment,
- tonemapping_pars_fragment: tonemapping_pars_fragment,
- transmission_fragment: transmission_fragment,
- transmission_pars_fragment: transmission_pars_fragment,
- uv_pars_fragment: uv_pars_fragment,
- uv_pars_vertex: uv_pars_vertex,
- uv_vertex: uv_vertex,
- uv2_pars_fragment: uv2_pars_fragment,
- uv2_pars_vertex: uv2_pars_vertex,
- uv2_vertex: uv2_vertex,
- worldpos_vertex: worldpos_vertex,
- background_frag: background_frag,
- background_vert: background_vert,
- cube_frag: cube_frag,
- cube_vert: cube_vert,
- depth_frag: depth_frag,
- depth_vert: depth_vert,
- distanceRGBA_frag: distanceRGBA_frag,
- distanceRGBA_vert: distanceRGBA_vert,
- equirect_frag: equirect_frag,
- equirect_vert: equirect_vert,
- linedashed_frag: linedashed_frag,
- linedashed_vert: linedashed_vert,
- meshbasic_frag: meshbasic_frag,
- meshbasic_vert: meshbasic_vert,
- meshlambert_frag: meshlambert_frag,
- meshlambert_vert: meshlambert_vert,
- meshmatcap_frag: meshmatcap_frag,
- meshmatcap_vert: meshmatcap_vert,
- meshtoon_frag: meshtoon_frag,
- meshtoon_vert: meshtoon_vert,
- meshphong_frag: meshphong_frag,
- meshphong_vert: meshphong_vert,
- meshphysical_frag: meshphysical_frag,
- meshphysical_vert: meshphysical_vert,
- normal_frag: normal_frag,
- normal_vert: normal_vert,
- points_frag: points_frag,
- points_vert: points_vert,
- shadow_frag: shadow_frag,
- shadow_vert: shadow_vert,
- sprite_frag: sprite_frag,
- sprite_vert: sprite_vert
- };
- /**
- * Uniforms library for shared webgl shaders
- */
- const UniformsLib = {
- common: {
- diffuse: { value: new Color( 0xffffff ) },
- opacity: { value: 1.0 },
- map: { value: null },
- uvTransform: { value: new Matrix3() },
- uv2Transform: { value: new Matrix3() },
- alphaMap: { value: null },
- },
- specularmap: {
- specularMap: { value: null },
- },
- envmap: {
- envMap: { value: null },
- flipEnvMap: { value: - 1 },
- reflectivity: { value: 1.0 },
- refractionRatio: { value: 0.98 },
- maxMipLevel: { value: 0 }
- },
- aomap: {
- aoMap: { value: null },
- aoMapIntensity: { value: 1 }
- },
- lightmap: {
- lightMap: { value: null },
- lightMapIntensity: { value: 1 }
- },
- emissivemap: {
- emissiveMap: { value: null }
- },
- bumpmap: {
- bumpMap: { value: null },
- bumpScale: { value: 1 }
- },
- normalmap: {
- normalMap: { value: null },
- normalScale: { value: new Vector2( 1, 1 ) }
- },
- displacementmap: {
- displacementMap: { value: null },
- displacementScale: { value: 1 },
- displacementBias: { value: 0 }
- },
- roughnessmap: {
- roughnessMap: { value: null }
- },
- metalnessmap: {
- metalnessMap: { value: null }
- },
- gradientmap: {
- gradientMap: { value: null }
- },
- fog: {
- fogDensity: { value: 0.00025 },
- fogNear: { value: 1 },
- fogFar: { value: 2000 },
- fogColor: { value: new Color( 0xffffff ) }
- },
- lights: {
- ambientLightColor: { value: [] },
- lightProbe: { value: [] },
- directionalLights: { value: [], properties: {
- direction: {},
- color: {}
- } },
- directionalLightShadows: { value: [], properties: {
- shadowBias: {},
- shadowNormalBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- directionalShadowMap: { value: [] },
- directionalShadowMatrix: { value: [] },
- spotLights: { value: [], properties: {
- color: {},
- position: {},
- direction: {},
- distance: {},
- coneCos: {},
- penumbraCos: {},
- decay: {}
- } },
- spotLightShadows: { value: [], properties: {
- shadowBias: {},
- shadowNormalBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- spotShadowMap: { value: [] },
- spotShadowMatrix: { value: [] },
- pointLights: { value: [], properties: {
- color: {},
- position: {},
- decay: {},
- distance: {}
- } },
- pointLightShadows: { value: [], properties: {
- shadowBias: {},
- shadowNormalBias: {},
- shadowRadius: {},
- shadowMapSize: {},
- shadowCameraNear: {},
- shadowCameraFar: {}
- } },
- pointShadowMap: { value: [] },
- pointShadowMatrix: { value: [] },
- hemisphereLights: { value: [], properties: {
- direction: {},
- skyColor: {},
- groundColor: {}
- } },
- // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
- rectAreaLights: { value: [], properties: {
- color: {},
- position: {},
- width: {},
- height: {}
- } },
- ltc_1: { value: null },
- ltc_2: { value: null }
- },
- points: {
- diffuse: { value: new Color( 0xffffff ) },
- opacity: { value: 1.0 },
- size: { value: 1.0 },
- scale: { value: 1.0 },
- map: { value: null },
- alphaMap: { value: null },
- uvTransform: { value: new Matrix3() }
- },
- sprite: {
- diffuse: { value: new Color( 0xffffff ) },
- opacity: { value: 1.0 },
- center: { value: new Vector2( 0.5, 0.5 ) },
- rotation: { value: 0.0 },
- map: { value: null },
- alphaMap: { value: null },
- uvTransform: { value: new Matrix3() }
- }
- };
- const ShaderLib = {
- basic: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.specularmap,
- UniformsLib.envmap,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.fog
- ] ),
- vertexShader: ShaderChunk.meshbasic_vert,
- fragmentShader: ShaderChunk.meshbasic_frag
- },
- lambert: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.specularmap,
- UniformsLib.envmap,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) }
- }
- ] ),
- vertexShader: ShaderChunk.meshlambert_vert,
- fragmentShader: ShaderChunk.meshlambert_frag
- },
- phong: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.specularmap,
- UniformsLib.envmap,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) },
- specular: { value: new Color( 0x111111 ) },
- shininess: { value: 30 }
- }
- ] ),
- vertexShader: ShaderChunk.meshphong_vert,
- fragmentShader: ShaderChunk.meshphong_frag
- },
- standard: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.envmap,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.roughnessmap,
- UniformsLib.metalnessmap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) },
- roughness: { value: 1.0 },
- metalness: { value: 0.0 },
- envMapIntensity: { value: 1 } // temporary
- }
- ] ),
- vertexShader: ShaderChunk.meshphysical_vert,
- fragmentShader: ShaderChunk.meshphysical_frag
- },
- toon: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.gradientmap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) }
- }
- ] ),
- vertexShader: ShaderChunk.meshtoon_vert,
- fragmentShader: ShaderChunk.meshtoon_frag
- },
- matcap: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.fog,
- {
- matcap: { value: null }
- }
- ] ),
- vertexShader: ShaderChunk.meshmatcap_vert,
- fragmentShader: ShaderChunk.meshmatcap_frag
- },
- points: {
- uniforms: mergeUniforms( [
- UniformsLib.points,
- UniformsLib.fog
- ] ),
- vertexShader: ShaderChunk.points_vert,
- fragmentShader: ShaderChunk.points_frag
- },
- dashed: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.fog,
- {
- scale: { value: 1 },
- dashSize: { value: 1 },
- totalSize: { value: 2 }
- }
- ] ),
- vertexShader: ShaderChunk.linedashed_vert,
- fragmentShader: ShaderChunk.linedashed_frag
- },
- depth: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.displacementmap
- ] ),
- vertexShader: ShaderChunk.depth_vert,
- fragmentShader: ShaderChunk.depth_frag
- },
- normal: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- {
- opacity: { value: 1.0 }
- }
- ] ),
- vertexShader: ShaderChunk.normal_vert,
- fragmentShader: ShaderChunk.normal_frag
- },
- sprite: {
- uniforms: mergeUniforms( [
- UniformsLib.sprite,
- UniformsLib.fog
- ] ),
- vertexShader: ShaderChunk.sprite_vert,
- fragmentShader: ShaderChunk.sprite_frag
- },
- background: {
- uniforms: {
- uvTransform: { value: new Matrix3() },
- t2D: { value: null },
- },
- vertexShader: ShaderChunk.background_vert,
- fragmentShader: ShaderChunk.background_frag
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- cube: {
- uniforms: mergeUniforms( [
- UniformsLib.envmap,
- {
- opacity: { value: 1.0 }
- }
- ] ),
- vertexShader: ShaderChunk.cube_vert,
- fragmentShader: ShaderChunk.cube_frag
- },
- equirect: {
- uniforms: {
- tEquirect: { value: null },
- },
- vertexShader: ShaderChunk.equirect_vert,
- fragmentShader: ShaderChunk.equirect_frag
- },
- distanceRGBA: {
- uniforms: mergeUniforms( [
- UniformsLib.common,
- UniformsLib.displacementmap,
- {
- referencePosition: { value: new Vector3() },
- nearDistance: { value: 1 },
- farDistance: { value: 1000 }
- }
- ] ),
- vertexShader: ShaderChunk.distanceRGBA_vert,
- fragmentShader: ShaderChunk.distanceRGBA_frag
- },
- shadow: {
- uniforms: mergeUniforms( [
- UniformsLib.lights,
- UniformsLib.fog,
- {
- color: { value: new Color( 0x00000 ) },
- opacity: { value: 1.0 }
- },
- ] ),
- vertexShader: ShaderChunk.shadow_vert,
- fragmentShader: ShaderChunk.shadow_frag
- }
- };
- ShaderLib.physical = {
- uniforms: mergeUniforms( [
- ShaderLib.standard.uniforms,
- {
- clearcoat: { value: 0 },
- clearcoatMap: { value: null },
- clearcoatRoughness: { value: 0 },
- clearcoatRoughnessMap: { value: null },
- clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
- clearcoatNormalMap: { value: null },
- sheen: { value: new Color( 0x000000 ) },
- transmission: { value: 0 },
- transmissionMap: { value: null },
- transmissionSamplerSize: { value: new Vector2() },
- transmissionSamplerMap: { value: null },
- thickness: { value: 0 },
- thicknessMap: { value: null },
- attenuationDistance: { value: 0 },
- attenuationColor: { value: new Color( 0x000000 ) }
- }
- ] ),
- vertexShader: ShaderChunk.meshphysical_vert,
- fragmentShader: ShaderChunk.meshphysical_frag
- };
- function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {
- const clearColor = new Color( 0x000000 );
- let clearAlpha = 0;
- let planeMesh;
- let boxMesh;
- let currentBackground = null;
- let currentBackgroundVersion = 0;
- let currentTonemapping = null;
- function render( renderList, scene ) {
- let forceClear = false;
- let background = scene.isScene === true ? scene.background : null;
- if ( background && background.isTexture ) {
- background = cubemaps.get( background );
- }
- // Ignore background in AR
- // TODO: Reconsider this.
- const xr = renderer.xr;
- const session = xr.getSession && xr.getSession();
- if ( session && session.environmentBlendMode === 'additive' ) {
- background = null;
- }
- if ( background === null ) {
- setClear( clearColor, clearAlpha );
- } else if ( background && background.isColor ) {
- setClear( background, 1 );
- forceClear = true;
- }
- if ( renderer.autoClear || forceClear ) {
- renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
- }
- if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {
- if ( boxMesh === undefined ) {
- boxMesh = new Mesh(
- new BoxGeometry( 1, 1, 1 ),
- new ShaderMaterial( {
- name: 'BackgroundCubeMaterial',
- uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
- vertexShader: ShaderLib.cube.vertexShader,
- fragmentShader: ShaderLib.cube.fragmentShader,
- side: BackSide,
- depthTest: false,
- depthWrite: false,
- fog: false
- } )
- );
- boxMesh.geometry.deleteAttribute( 'normal' );
- boxMesh.geometry.deleteAttribute( 'uv' );
- boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
- this.matrixWorld.copyPosition( camera.matrixWorld );
- };
- // enable code injection for non-built-in material
- Object.defineProperty( boxMesh.material, 'envMap', {
- get: function () {
- return this.uniforms.envMap.value;
- }
- } );
- objects.update( boxMesh );
- }
- boxMesh.material.uniforms.envMap.value = background;
- boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;
- if ( currentBackground !== background ||
- currentBackgroundVersion !== background.version ||
- currentTonemapping !== renderer.toneMapping ) {
- boxMesh.material.needsUpdate = true;
- currentBackground = background;
- currentBackgroundVersion = background.version;
- currentTonemapping = renderer.toneMapping;
- }
- // push to the pre-sorted opaque render list
- renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
- } else if ( background && background.isTexture ) {
- if ( planeMesh === undefined ) {
- planeMesh = new Mesh(
- new PlaneGeometry( 2, 2 ),
- new ShaderMaterial( {
- name: 'BackgroundMaterial',
- uniforms: cloneUniforms( ShaderLib.background.uniforms ),
- vertexShader: ShaderLib.background.vertexShader,
- fragmentShader: ShaderLib.background.fragmentShader,
- side: FrontSide,
- depthTest: false,
- depthWrite: false,
- fog: false
- } )
- );
- planeMesh.geometry.deleteAttribute( 'normal' );
- // enable code injection for non-built-in material
- Object.defineProperty( planeMesh.material, 'map', {
- get: function () {
- return this.uniforms.t2D.value;
- }
- } );
- objects.update( planeMesh );
- }
- planeMesh.material.uniforms.t2D.value = background;
- if ( background.matrixAutoUpdate === true ) {
- background.updateMatrix();
- }
- planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
- if ( currentBackground !== background ||
- currentBackgroundVersion !== background.version ||
- currentTonemapping !== renderer.toneMapping ) {
- planeMesh.material.needsUpdate = true;
- currentBackground = background;
- currentBackgroundVersion = background.version;
- currentTonemapping = renderer.toneMapping;
- }
- // push to the pre-sorted opaque render list
- renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
- }
- }
- function setClear( color, alpha ) {
- state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
- }
- return {
- getClearColor: function () {
- return clearColor;
- },
- setClearColor: function ( color, alpha = 1 ) {
- clearColor.set( color );
- clearAlpha = alpha;
- setClear( clearColor, clearAlpha );
- },
- getClearAlpha: function () {
- return clearAlpha;
- },
- setClearAlpha: function ( alpha ) {
- clearAlpha = alpha;
- setClear( clearColor, clearAlpha );
- },
- render: render
- };
- }
- function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
- const maxVertexAttributes = gl.getParameter( 34921 );
- const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
- const vaoAvailable = capabilities.isWebGL2 || extension !== null;
- const bindingStates = {};
- const defaultState = createBindingState( null );
- let currentState = defaultState;
- function setup( object, material, program, geometry, index ) {
- let updateBuffers = false;
- if ( vaoAvailable ) {
- const state = getBindingState( geometry, program, material );
- if ( currentState !== state ) {
- currentState = state;
- bindVertexArrayObject( currentState.object );
- }
- updateBuffers = needsUpdate( geometry, index );
- if ( updateBuffers ) saveCache( geometry, index );
- } else {
- const wireframe = ( material.wireframe === true );
- if ( currentState.geometry !== geometry.id ||
- currentState.program !== program.id ||
- currentState.wireframe !== wireframe ) {
- currentState.geometry = geometry.id;
- currentState.program = program.id;
- currentState.wireframe = wireframe;
- updateBuffers = true;
- }
- }
- if ( object.isInstancedMesh === true ) {
- updateBuffers = true;
- }
- if ( index !== null ) {
- attributes.update( index, 34963 );
- }
- if ( updateBuffers ) {
- setupVertexAttributes( object, material, program, geometry );
- if ( index !== null ) {
- gl.bindBuffer( 34963, attributes.get( index ).buffer );
- }
- }
- }
- function createVertexArrayObject() {
- if ( capabilities.isWebGL2 ) return gl.createVertexArray();
- return extension.createVertexArrayOES();
- }
- function bindVertexArrayObject( vao ) {
- if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );
- return extension.bindVertexArrayOES( vao );
- }
- function deleteVertexArrayObject( vao ) {
- if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );
- return extension.deleteVertexArrayOES( vao );
- }
- function getBindingState( geometry, program, material ) {
- const wireframe = ( material.wireframe === true );
- let programMap = bindingStates[ geometry.id ];
- if ( programMap === undefined ) {
- programMap = {};
- bindingStates[ geometry.id ] = programMap;
- }
- let stateMap = programMap[ program.id ];
- if ( stateMap === undefined ) {
- stateMap = {};
- programMap[ program.id ] = stateMap;
- }
- let state = stateMap[ wireframe ];
- if ( state === undefined ) {
- state = createBindingState( createVertexArrayObject() );
- stateMap[ wireframe ] = state;
- }
- return state;
- }
- function createBindingState( vao ) {
- const newAttributes = [];
- const enabledAttributes = [];
- const attributeDivisors = [];
- for ( let i = 0; i < maxVertexAttributes; i ++ ) {
- newAttributes[ i ] = 0;
- enabledAttributes[ i ] = 0;
- attributeDivisors[ i ] = 0;
- }
- return {
- // for backward compatibility on non-VAO support browser
- geometry: null,
- program: null,
- wireframe: false,
- newAttributes: newAttributes,
- enabledAttributes: enabledAttributes,
- attributeDivisors: attributeDivisors,
- object: vao,
- attributes: {},
- index: null
- };
- }
- function needsUpdate( geometry, index ) {
- const cachedAttributes = currentState.attributes;
- const geometryAttributes = geometry.attributes;
- let attributesNum = 0;
- for ( const key in geometryAttributes ) {
- const cachedAttribute = cachedAttributes[ key ];
- const geometryAttribute = geometryAttributes[ key ];
- if ( cachedAttribute === undefined ) return true;
- if ( cachedAttribute.attribute !== geometryAttribute ) return true;
- if ( cachedAttribute.data !== geometryAttribute.data ) return true;
- attributesNum ++;
- }
- if ( currentState.attributesNum !== attributesNum ) return true;
- if ( currentState.index !== index ) return true;
- return false;
- }
- function saveCache( geometry, index ) {
- const cache = {};
- const attributes = geometry.attributes;
- let attributesNum = 0;
- for ( const key in attributes ) {
- const attribute = attributes[ key ];
- const data = {};
- data.attribute = attribute;
- if ( attribute.data ) {
- data.data = attribute.data;
- }
- cache[ key ] = data;
- attributesNum ++;
- }
- currentState.attributes = cache;
- currentState.attributesNum = attributesNum;
- currentState.index = index;
- }
- function initAttributes() {
- const newAttributes = currentState.newAttributes;
- for ( let i = 0, il = newAttributes.length; i < il; i ++ ) {
- newAttributes[ i ] = 0;
- }
- }
- function enableAttribute( attribute ) {
- enableAttributeAndDivisor( attribute, 0 );
- }
- function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
- const newAttributes = currentState.newAttributes;
- const enabledAttributes = currentState.enabledAttributes;
- const attributeDivisors = currentState.attributeDivisors;
- newAttributes[ attribute ] = 1;
- if ( enabledAttributes[ attribute ] === 0 ) {
- gl.enableVertexAttribArray( attribute );
- enabledAttributes[ attribute ] = 1;
- }
- if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
- const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
- extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
- attributeDivisors[ attribute ] = meshPerAttribute;
- }
- }
- function disableUnusedAttributes() {
- const newAttributes = currentState.newAttributes;
- const enabledAttributes = currentState.enabledAttributes;
- for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {
- if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
- }
- }
- }
- function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
- if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
- gl.vertexAttribIPointer( index, size, type, stride, offset );
- } else {
- gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
- }
- }
- function setupVertexAttributes( object, material, program, geometry ) {
- if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
- if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
- }
- initAttributes();
- const geometryAttributes = geometry.attributes;
- const programAttributes = program.getAttributes();
- const materialDefaultAttributeValues = material.defaultAttributeValues;
- for ( const name in programAttributes ) {
- const programAttribute = programAttributes[ name ];
- if ( programAttribute >= 0 ) {
- const geometryAttribute = geometryAttributes[ name ];
- if ( geometryAttribute !== undefined ) {
- const normalized = geometryAttribute.normalized;
- const size = geometryAttribute.itemSize;
- const attribute = attributes.get( geometryAttribute );
- // TODO Attribute may not be available on context restore
- if ( attribute === undefined ) continue;
- const buffer = attribute.buffer;
- const type = attribute.type;
- const bytesPerElement = attribute.bytesPerElement;
- if ( geometryAttribute.isInterleavedBufferAttribute ) {
- const data = geometryAttribute.data;
- const stride = data.stride;
- const offset = geometryAttribute.offset;
- if ( data && data.isInstancedInterleavedBuffer ) {
- enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
- if ( geometry._maxInstanceCount === undefined ) {
- geometry._maxInstanceCount = data.meshPerAttribute * data.count;
- }
- } else {
- enableAttribute( programAttribute );
- }
- gl.bindBuffer( 34962, buffer );
- vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
- } else {
- if ( geometryAttribute.isInstancedBufferAttribute ) {
- enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
- if ( geometry._maxInstanceCount === undefined ) {
- geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
- }
- } else {
- enableAttribute( programAttribute );
- }
- gl.bindBuffer( 34962, buffer );
- vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
- }
- } else if ( name === 'instanceMatrix' ) {
- const attribute = attributes.get( object.instanceMatrix );
- // TODO Attribute may not be available on context restore
- if ( attribute === undefined ) continue;
- const buffer = attribute.buffer;
- const type = attribute.type;
- enableAttributeAndDivisor( programAttribute + 0, 1 );
- enableAttributeAndDivisor( programAttribute + 1, 1 );
- enableAttributeAndDivisor( programAttribute + 2, 1 );
- enableAttributeAndDivisor( programAttribute + 3, 1 );
- gl.bindBuffer( 34962, buffer );
- gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
- gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
- gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
- gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
- } else if ( name === 'instanceColor' ) {
- const attribute = attributes.get( object.instanceColor );
- // TODO Attribute may not be available on context restore
- if ( attribute === undefined ) continue;
- const buffer = attribute.buffer;
- const type = attribute.type;
- enableAttributeAndDivisor( programAttribute, 1 );
- gl.bindBuffer( 34962, buffer );
- gl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );
- } else if ( materialDefaultAttributeValues !== undefined ) {
- const value = materialDefaultAttributeValues[ name ];
- if ( value !== undefined ) {
- switch ( value.length ) {
- case 2:
- gl.vertexAttrib2fv( programAttribute, value );
- break;
- case 3:
- gl.vertexAttrib3fv( programAttribute, value );
- break;
- case 4:
- gl.vertexAttrib4fv( programAttribute, value );
- break;
- default:
- gl.vertexAttrib1fv( programAttribute, value );
- }
- }
- }
- }
- }
- disableUnusedAttributes();
- }
- function dispose() {
- reset();
- for ( const geometryId in bindingStates ) {
- const programMap = bindingStates[ geometryId ];
- for ( const programId in programMap ) {
- const stateMap = programMap[ programId ];
- for ( const wireframe in stateMap ) {
- deleteVertexArrayObject( stateMap[ wireframe ].object );
- delete stateMap[ wireframe ];
- }
- delete programMap[ programId ];
- }
- delete bindingStates[ geometryId ];
- }
- }
- function releaseStatesOfGeometry( geometry ) {
- if ( bindingStates[ geometry.id ] === undefined ) return;
- const programMap = bindingStates[ geometry.id ];
- for ( const programId in programMap ) {
- const stateMap = programMap[ programId ];
- for ( const wireframe in stateMap ) {
- deleteVertexArrayObject( stateMap[ wireframe ].object );
- delete stateMap[ wireframe ];
- }
- delete programMap[ programId ];
- }
- delete bindingStates[ geometry.id ];
- }
- function releaseStatesOfProgram( program ) {
- for ( const geometryId in bindingStates ) {
- const programMap = bindingStates[ geometryId ];
- if ( programMap[ program.id ] === undefined ) continue;
- const stateMap = programMap[ program.id ];
- for ( const wireframe in stateMap ) {
- deleteVertexArrayObject( stateMap[ wireframe ].object );
- delete stateMap[ wireframe ];
- }
- delete programMap[ program.id ];
- }
- }
- function reset() {
- resetDefaultState();
- if ( currentState === defaultState ) return;
- currentState = defaultState;
- bindVertexArrayObject( currentState.object );
- }
- // for backward-compatilibity
- function resetDefaultState() {
- defaultState.geometry = null;
- defaultState.program = null;
- defaultState.wireframe = false;
- }
- return {
- setup: setup,
- reset: reset,
- resetDefaultState: resetDefaultState,
- dispose: dispose,
- releaseStatesOfGeometry: releaseStatesOfGeometry,
- releaseStatesOfProgram: releaseStatesOfProgram,
- initAttributes: initAttributes,
- enableAttribute: enableAttribute,
- disableUnusedAttributes: disableUnusedAttributes
- };
- }
- function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
- const isWebGL2 = capabilities.isWebGL2;
- let mode;
- function setMode( value ) {
- mode = value;
- }
- function render( start, count ) {
- gl.drawArrays( mode, start, count );
- info.update( count, mode, 1 );
- }
- function renderInstances( start, count, primcount ) {
- if ( primcount === 0 ) return;
- let extension, methodName;
- if ( isWebGL2 ) {
- extension = gl;
- methodName = 'drawArraysInstanced';
- } else {
- extension = extensions.get( 'ANGLE_instanced_arrays' );
- methodName = 'drawArraysInstancedANGLE';
- if ( extension === null ) {
- console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- }
- extension[ methodName ]( mode, start, count, primcount );
- info.update( count, mode, primcount );
- }
- //
- this.setMode = setMode;
- this.render = render;
- this.renderInstances = renderInstances;
- }
- function WebGLCapabilities( gl, extensions, parameters ) {
- let maxAnisotropy;
- function getMaxAnisotropy() {
- if ( maxAnisotropy !== undefined ) return maxAnisotropy;
- if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
- const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
- } else {
- maxAnisotropy = 0;
- }
- return maxAnisotropy;
- }
- function getMaxPrecision( precision ) {
- if ( precision === 'highp' ) {
- if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
- gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
- return 'highp';
- }
- precision = 'mediump';
- }
- if ( precision === 'mediump' ) {
- if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
- gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
- return 'mediump';
- }
- }
- return 'lowp';
- }
- /* eslint-disable no-undef */
- const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
- ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
- /* eslint-enable no-undef */
- let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
- const maxPrecision = getMaxPrecision( precision );
- if ( maxPrecision !== precision ) {
- console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
- precision = maxPrecision;
- }
- const drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );
- const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
- const maxTextures = gl.getParameter( 34930 );
- const maxVertexTextures = gl.getParameter( 35660 );
- const maxTextureSize = gl.getParameter( 3379 );
- const maxCubemapSize = gl.getParameter( 34076 );
- const maxAttributes = gl.getParameter( 34921 );
- const maxVertexUniforms = gl.getParameter( 36347 );
- const maxVaryings = gl.getParameter( 36348 );
- const maxFragmentUniforms = gl.getParameter( 36349 );
- const vertexTextures = maxVertexTextures > 0;
- const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );
- const floatVertexTextures = vertexTextures && floatFragmentTextures;
- const maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
- return {
- isWebGL2: isWebGL2,
- drawBuffers: drawBuffers,
- getMaxAnisotropy: getMaxAnisotropy,
- getMaxPrecision: getMaxPrecision,
- precision: precision,
- logarithmicDepthBuffer: logarithmicDepthBuffer,
- maxTextures: maxTextures,
- maxVertexTextures: maxVertexTextures,
- maxTextureSize: maxTextureSize,
- maxCubemapSize: maxCubemapSize,
- maxAttributes: maxAttributes,
- maxVertexUniforms: maxVertexUniforms,
- maxVaryings: maxVaryings,
- maxFragmentUniforms: maxFragmentUniforms,
- vertexTextures: vertexTextures,
- floatFragmentTextures: floatFragmentTextures,
- floatVertexTextures: floatVertexTextures,
- maxSamples: maxSamples
- };
- }
- function WebGLClipping( properties ) {
- const scope = this;
- let globalState = null,
- numGlobalPlanes = 0,
- localClippingEnabled = false,
- renderingShadows = false;
- const plane = new Plane(),
- viewNormalMatrix = new Matrix3(),
- uniform = { value: null, needsUpdate: false };
- this.uniform = uniform;
- this.numPlanes = 0;
- this.numIntersection = 0;
- this.init = function ( planes, enableLocalClipping, camera ) {
- const enabled =
- planes.length !== 0 ||
- enableLocalClipping ||
- // enable state of previous frame - the clipping code has to
- // run another frame in order to reset the state:
- numGlobalPlanes !== 0 ||
- localClippingEnabled;
- localClippingEnabled = enableLocalClipping;
- globalState = projectPlanes( planes, camera, 0 );
- numGlobalPlanes = planes.length;
- return enabled;
- };
- this.beginShadows = function () {
- renderingShadows = true;
- projectPlanes( null );
- };
- this.endShadows = function () {
- renderingShadows = false;
- resetGlobalState();
- };
- this.setState = function ( material, camera, useCache ) {
- const planes = material.clippingPlanes,
- clipIntersection = material.clipIntersection,
- clipShadows = material.clipShadows;
- const materialProperties = properties.get( material );
- if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
- // there's no local clipping
- if ( renderingShadows ) {
- // there's no global clipping
- projectPlanes( null );
- } else {
- resetGlobalState();
- }
- } else {
- const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
- lGlobal = nGlobal * 4;
- let dstArray = materialProperties.clippingState || null;
- uniform.value = dstArray; // ensure unique state
- dstArray = projectPlanes( planes, camera, lGlobal, useCache );
- for ( let i = 0; i !== lGlobal; ++ i ) {
- dstArray[ i ] = globalState[ i ];
- }
- materialProperties.clippingState = dstArray;
- this.numIntersection = clipIntersection ? this.numPlanes : 0;
- this.numPlanes += nGlobal;
- }
- };
- function resetGlobalState() {
- if ( uniform.value !== globalState ) {
- uniform.value = globalState;
- uniform.needsUpdate = numGlobalPlanes > 0;
- }
- scope.numPlanes = numGlobalPlanes;
- scope.numIntersection = 0;
- }
- function projectPlanes( planes, camera, dstOffset, skipTransform ) {
- const nPlanes = planes !== null ? planes.length : 0;
- let dstArray = null;
- if ( nPlanes !== 0 ) {
- dstArray = uniform.value;
- if ( skipTransform !== true || dstArray === null ) {
- const flatSize = dstOffset + nPlanes * 4,
- viewMatrix = camera.matrixWorldInverse;
- viewNormalMatrix.getNormalMatrix( viewMatrix );
- if ( dstArray === null || dstArray.length < flatSize ) {
- dstArray = new Float32Array( flatSize );
- }
- for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
- plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
- plane.normal.toArray( dstArray, i4 );
- dstArray[ i4 + 3 ] = plane.constant;
- }
- }
- uniform.value = dstArray;
- uniform.needsUpdate = true;
- }
- scope.numPlanes = nPlanes;
- scope.numIntersection = 0;
- return dstArray;
- }
- }
- function WebGLCubeMaps( renderer ) {
- let cubemaps = new WeakMap();
- function mapTextureMapping( texture, mapping ) {
- if ( mapping === EquirectangularReflectionMapping ) {
- texture.mapping = CubeReflectionMapping;
- } else if ( mapping === EquirectangularRefractionMapping ) {
- texture.mapping = CubeRefractionMapping;
- }
- return texture;
- }
- function get( texture ) {
- if ( texture && texture.isTexture ) {
- const mapping = texture.mapping;
- if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
- if ( cubemaps.has( texture ) ) {
- const cubemap = cubemaps.get( texture ).texture;
- return mapTextureMapping( cubemap, texture.mapping );
- } else {
- const image = texture.image;
- if ( image && image.height > 0 ) {
- const currentRenderTarget = renderer.getRenderTarget();
- const renderTarget = new WebGLCubeRenderTarget( image.height / 2 );
- renderTarget.fromEquirectangularTexture( renderer, texture );
- cubemaps.set( texture, renderTarget );
- renderer.setRenderTarget( currentRenderTarget );
- texture.addEventListener( 'dispose', onTextureDispose );
- return mapTextureMapping( renderTarget.texture, texture.mapping );
- } else {
- // image not yet ready. try the conversion next frame
- return null;
- }
- }
- }
- }
- return texture;
- }
- function onTextureDispose( event ) {
- const texture = event.target;
- texture.removeEventListener( 'dispose', onTextureDispose );
- const cubemap = cubemaps.get( texture );
- if ( cubemap !== undefined ) {
- cubemaps.delete( texture );
- cubemap.dispose();
- }
- }
- function dispose() {
- cubemaps = new WeakMap();
- }
- return {
- get: get,
- dispose: dispose
- };
- }
- function WebGLExtensions( gl ) {
- const extensions = {};
- function getExtension( name ) {
- if ( extensions[ name ] !== undefined ) {
- return extensions[ name ];
- }
- let extension;
- switch ( name ) {
- case 'WEBGL_depth_texture':
- extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
- break;
- case 'EXT_texture_filter_anisotropic':
- extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
- break;
- case 'WEBGL_compressed_texture_s3tc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
- break;
- case 'WEBGL_compressed_texture_pvrtc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
- break;
- default:
- extension = gl.getExtension( name );
- }
- extensions[ name ] = extension;
- return extension;
- }
- return {
- has: function ( name ) {
- return getExtension( name ) !== null;
- },
- init: function ( capabilities ) {
- if ( capabilities.isWebGL2 ) {
- getExtension( 'EXT_color_buffer_float' );
- } else {
- getExtension( 'WEBGL_depth_texture' );
- getExtension( 'OES_texture_float' );
- getExtension( 'OES_texture_half_float' );
- getExtension( 'OES_texture_half_float_linear' );
- getExtension( 'OES_standard_derivatives' );
- getExtension( 'OES_element_index_uint' );
- getExtension( 'OES_vertex_array_object' );
- getExtension( 'ANGLE_instanced_arrays' );
- }
- getExtension( 'OES_texture_float_linear' );
- getExtension( 'EXT_color_buffer_half_float' );
- },
- get: function ( name ) {
- const extension = getExtension( name );
- if ( extension === null ) {
- console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
- }
- return extension;
- }
- };
- }
- function WebGLGeometries( gl, attributes, info, bindingStates ) {
- const geometries = {};
- const wireframeAttributes = new WeakMap();
- function onGeometryDispose( event ) {
- const geometry = event.target;
- if ( geometry.index !== null ) {
- attributes.remove( geometry.index );
- }
- for ( const name in geometry.attributes ) {
- attributes.remove( geometry.attributes[ name ] );
- }
- geometry.removeEventListener( 'dispose', onGeometryDispose );
- delete geometries[ geometry.id ];
- const attribute = wireframeAttributes.get( geometry );
- if ( attribute ) {
- attributes.remove( attribute );
- wireframeAttributes.delete( geometry );
- }
- bindingStates.releaseStatesOfGeometry( geometry );
- if ( geometry.isInstancedBufferGeometry === true ) {
- delete geometry._maxInstanceCount;
- }
- //
- info.memory.geometries --;
- }
- function get( object, geometry ) {
- if ( geometries[ geometry.id ] === true ) return geometry;
- geometry.addEventListener( 'dispose', onGeometryDispose );
- geometries[ geometry.id ] = true;
- info.memory.geometries ++;
- return geometry;
- }
- function update( geometry ) {
- const geometryAttributes = geometry.attributes;
- // Updating index buffer in VAO now. See WebGLBindingStates.
- for ( const name in geometryAttributes ) {
- attributes.update( geometryAttributes[ name ], 34962 );
- }
- // morph targets
- const morphAttributes = geometry.morphAttributes;
- for ( const name in morphAttributes ) {
- const array = morphAttributes[ name ];
- for ( let i = 0, l = array.length; i < l; i ++ ) {
- attributes.update( array[ i ], 34962 );
- }
- }
- }
- function updateWireframeAttribute( geometry ) {
- const indices = [];
- const geometryIndex = geometry.index;
- const geometryPosition = geometry.attributes.position;
- let version = 0;
- if ( geometryIndex !== null ) {
- const array = geometryIndex.array;
- version = geometryIndex.version;
- for ( let i = 0, l = array.length; i < l; i += 3 ) {
- const a = array[ i + 0 ];
- const b = array[ i + 1 ];
- const c = array[ i + 2 ];
- indices.push( a, b, b, c, c, a );
- }
- } else {
- const array = geometryPosition.array;
- version = geometryPosition.version;
- for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
- const a = i + 0;
- const b = i + 1;
- const c = i + 2;
- indices.push( a, b, b, c, c, a );
- }
- }
- const attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
- attribute.version = version;
- // Updating index buffer in VAO now. See WebGLBindingStates
- //
- const previousAttribute = wireframeAttributes.get( geometry );
- if ( previousAttribute ) attributes.remove( previousAttribute );
- //
- wireframeAttributes.set( geometry, attribute );
- }
- function getWireframeAttribute( geometry ) {
- const currentAttribute = wireframeAttributes.get( geometry );
- if ( currentAttribute ) {
- const geometryIndex = geometry.index;
- if ( geometryIndex !== null ) {
- // if the attribute is obsolete, create a new one
- if ( currentAttribute.version < geometryIndex.version ) {
- updateWireframeAttribute( geometry );
- }
- }
- } else {
- updateWireframeAttribute( geometry );
- }
- return wireframeAttributes.get( geometry );
- }
- return {
- get: get,
- update: update,
- getWireframeAttribute: getWireframeAttribute
- };
- }
- function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
- const isWebGL2 = capabilities.isWebGL2;
- let mode;
- function setMode( value ) {
- mode = value;
- }
- let type, bytesPerElement;
- function setIndex( value ) {
- type = value.type;
- bytesPerElement = value.bytesPerElement;
- }
- function render( start, count ) {
- gl.drawElements( mode, count, type, start * bytesPerElement );
- info.update( count, mode, 1 );
- }
- function renderInstances( start, count, primcount ) {
- if ( primcount === 0 ) return;
- let extension, methodName;
- if ( isWebGL2 ) {
- extension = gl;
- methodName = 'drawElementsInstanced';
- } else {
- extension = extensions.get( 'ANGLE_instanced_arrays' );
- methodName = 'drawElementsInstancedANGLE';
- if ( extension === null ) {
- console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- }
- extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
- info.update( count, mode, primcount );
- }
- //
- this.setMode = setMode;
- this.setIndex = setIndex;
- this.render = render;
- this.renderInstances = renderInstances;
- }
- function WebGLInfo( gl ) {
- const memory = {
- geometries: 0,
- textures: 0
- };
- const render = {
- frame: 0,
- calls: 0,
- triangles: 0,
- points: 0,
- lines: 0
- };
- function update( count, mode, instanceCount ) {
- render.calls ++;
- switch ( mode ) {
- case 4:
- render.triangles += instanceCount * ( count / 3 );
- break;
- case 1:
- render.lines += instanceCount * ( count / 2 );
- break;
- case 3:
- render.lines += instanceCount * ( count - 1 );
- break;
- case 2:
- render.lines += instanceCount * count;
- break;
- case 0:
- render.points += instanceCount * count;
- break;
- default:
- console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
- break;
- }
- }
- function reset() {
- render.frame ++;
- render.calls = 0;
- render.triangles = 0;
- render.points = 0;
- render.lines = 0;
- }
- return {
- memory: memory,
- render: render,
- programs: null,
- autoReset: true,
- reset: reset,
- update: update
- };
- }
- function numericalSort( a, b ) {
- return a[ 0 ] - b[ 0 ];
- }
- function absNumericalSort( a, b ) {
- return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
- }
- function WebGLMorphtargets( gl ) {
- const influencesList = {};
- const morphInfluences = new Float32Array( 8 );
- const workInfluences = [];
- for ( let i = 0; i < 8; i ++ ) {
- workInfluences[ i ] = [ i, 0 ];
- }
- function update( object, geometry, material, program ) {
- const objectInfluences = object.morphTargetInfluences;
- // When object doesn't have morph target influences defined, we treat it as a 0-length array
- // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
- const length = objectInfluences === undefined ? 0 : objectInfluences.length;
- let influences = influencesList[ geometry.id ];
- if ( influences === undefined || influences.length !== length ) {
- // initialise list
- influences = [];
- for ( let i = 0; i < length; i ++ ) {
- influences[ i ] = [ i, 0 ];
- }
- influencesList[ geometry.id ] = influences;
- }
- // Collect influences
- for ( let i = 0; i < length; i ++ ) {
- const influence = influences[ i ];
- influence[ 0 ] = i;
- influence[ 1 ] = objectInfluences[ i ];
- }
- influences.sort( absNumericalSort );
- for ( let i = 0; i < 8; i ++ ) {
- if ( i < length && influences[ i ][ 1 ] ) {
- workInfluences[ i ][ 0 ] = influences[ i ][ 0 ];
- workInfluences[ i ][ 1 ] = influences[ i ][ 1 ];
- } else {
- workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;
- workInfluences[ i ][ 1 ] = 0;
- }
- }
- workInfluences.sort( numericalSort );
- const morphTargets = material.morphTargets && geometry.morphAttributes.position;
- const morphNormals = material.morphNormals && geometry.morphAttributes.normal;
- let morphInfluencesSum = 0;
- for ( let i = 0; i < 8; i ++ ) {
- const influence = workInfluences[ i ];
- const index = influence[ 0 ];
- const value = influence[ 1 ];
- if ( index !== Number.MAX_SAFE_INTEGER && value ) {
- if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {
- geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );
- }
- if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {
- geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );
- }
- morphInfluences[ i ] = value;
- morphInfluencesSum += value;
- } else {
- if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {
- geometry.deleteAttribute( 'morphTarget' + i );
- }
- if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {
- geometry.deleteAttribute( 'morphNormal' + i );
- }
- morphInfluences[ i ] = 0;
- }
- }
- // GLSL shader uses formula baseinfluence * base + sum(target * influence)
- // This allows us to switch between absolute morphs and relative morphs without changing shader code
- // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
- const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
- program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
- program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
- }
- return {
- update: update
- };
- }
- function WebGLObjects( gl, geometries, attributes, info ) {
- let updateMap = new WeakMap();
- function update( object ) {
- const frame = info.render.frame;
- const geometry = object.geometry;
- const buffergeometry = geometries.get( object, geometry );
- // Update once per frame
- if ( updateMap.get( buffergeometry ) !== frame ) {
- geometries.update( buffergeometry );
- updateMap.set( buffergeometry, frame );
- }
- if ( object.isInstancedMesh ) {
- if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {
- object.addEventListener( 'dispose', onInstancedMeshDispose );
- }
- attributes.update( object.instanceMatrix, 34962 );
- if ( object.instanceColor !== null ) {
- attributes.update( object.instanceColor, 34962 );
- }
- }
- return buffergeometry;
- }
- function dispose() {
- updateMap = new WeakMap();
- }
- function onInstancedMeshDispose( event ) {
- const instancedMesh = event.target;
- instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );
- attributes.remove( instancedMesh.instanceMatrix );
- if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );
- }
- return {
- update: update,
- dispose: dispose
- };
- }
- class DataTexture2DArray extends Texture {
- constructor( data = null, width = 1, height = 1, depth = 1 ) {
- super( null );
- this.image = { data, width, height, depth };
- this.magFilter = NearestFilter;
- this.minFilter = NearestFilter;
- this.wrapR = ClampToEdgeWrapping;
- this.generateMipmaps = false;
- this.flipY = false;
- this.unpackAlignment = 1;
- this.needsUpdate = true;
- }
- }
- DataTexture2DArray.prototype.isDataTexture2DArray = true;
- class DataTexture3D extends Texture {
- constructor( data = null, width = 1, height = 1, depth = 1 ) {
- // We're going to add .setXXX() methods for setting properties later.
- // Users can still set in DataTexture3D directly.
- //
- // const texture = new THREE.DataTexture3D( data, width, height, depth );
- // texture.anisotropy = 16;
- //
- // See #14839
- super( null );
- this.image = { data, width, height, depth };
- this.magFilter = NearestFilter;
- this.minFilter = NearestFilter;
- this.wrapR = ClampToEdgeWrapping;
- this.generateMipmaps = false;
- this.flipY = false;
- this.unpackAlignment = 1;
- this.needsUpdate = true;
- }
- }
- DataTexture3D.prototype.isDataTexture3D = true;
- /**
- * Uniforms of a program.
- * Those form a tree structure with a special top-level container for the root,
- * which you get by calling 'new WebGLUniforms( gl, program )'.
- *
- *
- * Properties of inner nodes including the top-level container:
- *
- * .seq - array of nested uniforms
- * .map - nested uniforms by name
- *
- *
- * Methods of all nodes except the top-level container:
- *
- * .setValue( gl, value, [textures] )
- *
- * uploads a uniform value(s)
- * the 'textures' parameter is needed for sampler uniforms
- *
- *
- * Static methods of the top-level container (textures factorizations):
- *
- * .upload( gl, seq, values, textures )
- *
- * sets uniforms in 'seq' to 'values[id].value'
- *
- * .seqWithValue( seq, values ) : filteredSeq
- *
- * filters 'seq' entries with corresponding entry in values
- *
- *
- * Methods of the top-level container (textures factorizations):
- *
- * .setValue( gl, name, value, textures )
- *
- * sets uniform with name 'name' to 'value'
- *
- * .setOptional( gl, obj, prop )
- *
- * like .set for an optional property of the object
- *
- */
- const emptyTexture = new Texture();
- const emptyTexture2dArray = new DataTexture2DArray();
- const emptyTexture3d = new DataTexture3D();
- const emptyCubeTexture = new CubeTexture();
- // --- Utilities ---
- // Array Caches (provide typed arrays for temporary by size)
- const arrayCacheF32 = [];
- const arrayCacheI32 = [];
- // Float32Array caches used for uploading Matrix uniforms
- const mat4array = new Float32Array( 16 );
- const mat3array = new Float32Array( 9 );
- const mat2array = new Float32Array( 4 );
- // Flattening for arrays of vectors and matrices
- function flatten( array, nBlocks, blockSize ) {
- const firstElem = array[ 0 ];
- if ( firstElem <= 0 || firstElem > 0 ) return array;
- // unoptimized: ! isNaN( firstElem )
- // see http://jacksondunstan.com/articles/983
- const n = nBlocks * blockSize;
- let r = arrayCacheF32[ n ];
- if ( r === undefined ) {
- r = new Float32Array( n );
- arrayCacheF32[ n ] = r;
- }
- if ( nBlocks !== 0 ) {
- firstElem.toArray( r, 0 );
- for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {
- offset += blockSize;
- array[ i ].toArray( r, offset );
- }
- }
- return r;
- }
- function arraysEqual( a, b ) {
- if ( a.length !== b.length ) return false;
- for ( let i = 0, l = a.length; i < l; i ++ ) {
- if ( a[ i ] !== b[ i ] ) return false;
- }
- return true;
- }
- function copyArray( a, b ) {
- for ( let i = 0, l = b.length; i < l; i ++ ) {
- a[ i ] = b[ i ];
- }
- }
- // Texture unit allocation
- function allocTexUnits( textures, n ) {
- let r = arrayCacheI32[ n ];
- if ( r === undefined ) {
- r = new Int32Array( n );
- arrayCacheI32[ n ] = r;
- }
- for ( let i = 0; i !== n; ++ i ) {
- r[ i ] = textures.allocateTextureUnit();
- }
- return r;
- }
- // --- Setters ---
- // Note: Defining these methods externally, because they come in a bunch
- // and this way their names minify.
- // Single scalar
- function setValueV1f( gl, v ) {
- const cache = this.cache;
- if ( cache[ 0 ] === v ) return;
- gl.uniform1f( this.addr, v );
- cache[ 0 ] = v;
- }
- // Single float vector (from flat array or THREE.VectorN)
- function setValueV2f( gl, v ) {
- const cache = this.cache;
- if ( v.x !== undefined ) {
- if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
- gl.uniform2f( this.addr, v.x, v.y );
- cache[ 0 ] = v.x;
- cache[ 1 ] = v.y;
- }
- } else {
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform2fv( this.addr, v );
- copyArray( cache, v );
- }
- }
- function setValueV3f( gl, v ) {
- const cache = this.cache;
- if ( v.x !== undefined ) {
- if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
- gl.uniform3f( this.addr, v.x, v.y, v.z );
- cache[ 0 ] = v.x;
- cache[ 1 ] = v.y;
- cache[ 2 ] = v.z;
- }
- } else if ( v.r !== undefined ) {
- if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
- gl.uniform3f( this.addr, v.r, v.g, v.b );
- cache[ 0 ] = v.r;
- cache[ 1 ] = v.g;
- cache[ 2 ] = v.b;
- }
- } else {
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform3fv( this.addr, v );
- copyArray( cache, v );
- }
- }
- function setValueV4f( gl, v ) {
- const cache = this.cache;
- if ( v.x !== undefined ) {
- if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
- gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
- cache[ 0 ] = v.x;
- cache[ 1 ] = v.y;
- cache[ 2 ] = v.z;
- cache[ 3 ] = v.w;
- }
- } else {
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform4fv( this.addr, v );
- copyArray( cache, v );
- }
- }
- // Single matrix (from flat array or THREE.MatrixN)
- function setValueM2( gl, v ) {
- const cache = this.cache;
- const elements = v.elements;
- if ( elements === undefined ) {
- if ( arraysEqual( cache, v ) ) return;
- gl.uniformMatrix2fv( this.addr, false, v );
- copyArray( cache, v );
- } else {
- if ( arraysEqual( cache, elements ) ) return;
- mat2array.set( elements );
- gl.uniformMatrix2fv( this.addr, false, mat2array );
- copyArray( cache, elements );
- }
- }
- function setValueM3( gl, v ) {
- const cache = this.cache;
- const elements = v.elements;
- if ( elements === undefined ) {
- if ( arraysEqual( cache, v ) ) return;
- gl.uniformMatrix3fv( this.addr, false, v );
- copyArray( cache, v );
- } else {
- if ( arraysEqual( cache, elements ) ) return;
- mat3array.set( elements );
- gl.uniformMatrix3fv( this.addr, false, mat3array );
- copyArray( cache, elements );
- }
- }
- function setValueM4( gl, v ) {
- const cache = this.cache;
- const elements = v.elements;
- if ( elements === undefined ) {
- if ( arraysEqual( cache, v ) ) return;
- gl.uniformMatrix4fv( this.addr, false, v );
- copyArray( cache, v );
- } else {
- if ( arraysEqual( cache, elements ) ) return;
- mat4array.set( elements );
- gl.uniformMatrix4fv( this.addr, false, mat4array );
- copyArray( cache, elements );
- }
- }
- // Single integer / boolean
- function setValueV1i( gl, v ) {
- const cache = this.cache;
- if ( cache[ 0 ] === v ) return;
- gl.uniform1i( this.addr, v );
- cache[ 0 ] = v;
- }
- // Single integer / boolean vector (from flat array)
- function setValueV2i( gl, v ) {
- const cache = this.cache;
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform2iv( this.addr, v );
- copyArray( cache, v );
- }
- function setValueV3i( gl, v ) {
- const cache = this.cache;
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform3iv( this.addr, v );
- copyArray( cache, v );
- }
- function setValueV4i( gl, v ) {
- const cache = this.cache;
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform4iv( this.addr, v );
- copyArray( cache, v );
- }
- // Single unsigned integer
- function setValueV1ui( gl, v ) {
- const cache = this.cache;
- if ( cache[ 0 ] === v ) return;
- gl.uniform1ui( this.addr, v );
- cache[ 0 ] = v;
- }
- // Single unsigned integer vector (from flat array)
- function setValueV2ui( gl, v ) {
- const cache = this.cache;
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform2uiv( this.addr, v );
- copyArray( cache, v );
- }
- function setValueV3ui( gl, v ) {
- const cache = this.cache;
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform3uiv( this.addr, v );
- copyArray( cache, v );
- }
- function setValueV4ui( gl, v ) {
- const cache = this.cache;
- if ( arraysEqual( cache, v ) ) return;
- gl.uniform4uiv( this.addr, v );
- copyArray( cache, v );
- }
- // Single texture (2D / Cube)
- function setValueT1( gl, v, textures ) {
- const cache = this.cache;
- const unit = textures.allocateTextureUnit();
- if ( cache[ 0 ] !== unit ) {
- gl.uniform1i( this.addr, unit );
- cache[ 0 ] = unit;
- }
- textures.safeSetTexture2D( v || emptyTexture, unit );
- }
- function setValueT3D1( gl, v, textures ) {
- const cache = this.cache;
- const unit = textures.allocateTextureUnit();
- if ( cache[ 0 ] !== unit ) {
- gl.uniform1i( this.addr, unit );
- cache[ 0 ] = unit;
- }
- textures.setTexture3D( v || emptyTexture3d, unit );
- }
- function setValueT6( gl, v, textures ) {
- const cache = this.cache;
- const unit = textures.allocateTextureUnit();
- if ( cache[ 0 ] !== unit ) {
- gl.uniform1i( this.addr, unit );
- cache[ 0 ] = unit;
- }
- textures.safeSetTextureCube( v || emptyCubeTexture, unit );
- }
- function setValueT2DArray1( gl, v, textures ) {
- const cache = this.cache;
- const unit = textures.allocateTextureUnit();
- if ( cache[ 0 ] !== unit ) {
- gl.uniform1i( this.addr, unit );
- cache[ 0 ] = unit;
- }
- textures.setTexture2DArray( v || emptyTexture2dArray, unit );
- }
- // Helper to pick the right setter for the singular case
- function getSingularSetter( type ) {
- switch ( type ) {
- case 0x1406: return setValueV1f; // FLOAT
- case 0x8b50: return setValueV2f; // _VEC2
- case 0x8b51: return setValueV3f; // _VEC3
- case 0x8b52: return setValueV4f; // _VEC4
- case 0x8b5a: return setValueM2; // _MAT2
- case 0x8b5b: return setValueM3; // _MAT3
- case 0x8b5c: return setValueM4; // _MAT4
- case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
- case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
- case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
- case 0x1405: return setValueV1ui; // UINT
- case 0x8dc6: return setValueV2ui; // _VEC2
- case 0x8dc7: return setValueV3ui; // _VEC3
- case 0x8dc8: return setValueV4ui; // _VEC4
- case 0x8b5e: // SAMPLER_2D
- case 0x8d66: // SAMPLER_EXTERNAL_OES
- case 0x8dca: // INT_SAMPLER_2D
- case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
- case 0x8b62: // SAMPLER_2D_SHADOW
- return setValueT1;
- case 0x8b5f: // SAMPLER_3D
- case 0x8dcb: // INT_SAMPLER_3D
- case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
- return setValueT3D1;
- case 0x8b60: // SAMPLER_CUBE
- case 0x8dcc: // INT_SAMPLER_CUBE
- case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
- case 0x8dc5: // SAMPLER_CUBE_SHADOW
- return setValueT6;
- case 0x8dc1: // SAMPLER_2D_ARRAY
- case 0x8dcf: // INT_SAMPLER_2D_ARRAY
- case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
- case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
- return setValueT2DArray1;
- }
- }
- // Array of scalars
- function setValueV1fArray( gl, v ) {
- gl.uniform1fv( this.addr, v );
- }
- // Array of vectors (from flat array or array of THREE.VectorN)
- function setValueV2fArray( gl, v ) {
- const data = flatten( v, this.size, 2 );
- gl.uniform2fv( this.addr, data );
- }
- function setValueV3fArray( gl, v ) {
- const data = flatten( v, this.size, 3 );
- gl.uniform3fv( this.addr, data );
- }
- function setValueV4fArray( gl, v ) {
- const data = flatten( v, this.size, 4 );
- gl.uniform4fv( this.addr, data );
- }
- // Array of matrices (from flat array or array of THREE.MatrixN)
- function setValueM2Array( gl, v ) {
- const data = flatten( v, this.size, 4 );
- gl.uniformMatrix2fv( this.addr, false, data );
- }
- function setValueM3Array( gl, v ) {
- const data = flatten( v, this.size, 9 );
- gl.uniformMatrix3fv( this.addr, false, data );
- }
- function setValueM4Array( gl, v ) {
- const data = flatten( v, this.size, 16 );
- gl.uniformMatrix4fv( this.addr, false, data );
- }
- // Array of integer / boolean
- function setValueV1iArray( gl, v ) {
- gl.uniform1iv( this.addr, v );
- }
- // Array of integer / boolean vectors (from flat array)
- function setValueV2iArray( gl, v ) {
- gl.uniform2iv( this.addr, v );
- }
- function setValueV3iArray( gl, v ) {
- gl.uniform3iv( this.addr, v );
- }
- function setValueV4iArray( gl, v ) {
- gl.uniform4iv( this.addr, v );
- }
- // Array of unsigned integer
- function setValueV1uiArray( gl, v ) {
- gl.uniform1uiv( this.addr, v );
- }
- // Array of unsigned integer vectors (from flat array)
- function setValueV2uiArray( gl, v ) {
- gl.uniform2uiv( this.addr, v );
- }
- function setValueV3uiArray( gl, v ) {
- gl.uniform3uiv( this.addr, v );
- }
- function setValueV4uiArray( gl, v ) {
- gl.uniform4uiv( this.addr, v );
- }
- // Array of textures (2D / Cube)
- function setValueT1Array( gl, v, textures ) {
- const n = v.length;
- const units = allocTexUnits( textures, n );
- gl.uniform1iv( this.addr, units );
- for ( let i = 0; i !== n; ++ i ) {
- textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
- }
- }
- function setValueT6Array( gl, v, textures ) {
- const n = v.length;
- const units = allocTexUnits( textures, n );
- gl.uniform1iv( this.addr, units );
- for ( let i = 0; i !== n; ++ i ) {
- textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
- }
- }
- // Helper to pick the right setter for a pure (bottom-level) array
- function getPureArraySetter( type ) {
- switch ( type ) {
- case 0x1406: return setValueV1fArray; // FLOAT
- case 0x8b50: return setValueV2fArray; // _VEC2
- case 0x8b51: return setValueV3fArray; // _VEC3
- case 0x8b52: return setValueV4fArray; // _VEC4
- case 0x8b5a: return setValueM2Array; // _MAT2
- case 0x8b5b: return setValueM3Array; // _MAT3
- case 0x8b5c: return setValueM4Array; // _MAT4
- case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
- case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
- case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
- case 0x1405: return setValueV1uiArray; // UINT
- case 0x8dc6: return setValueV2uiArray; // _VEC2
- case 0x8dc7: return setValueV3uiArray; // _VEC3
- case 0x8dc8: return setValueV4uiArray; // _VEC4
- case 0x8b5e: // SAMPLER_2D
- case 0x8d66: // SAMPLER_EXTERNAL_OES
- case 0x8dca: // INT_SAMPLER_2D
- case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
- case 0x8b62: // SAMPLER_2D_SHADOW
- return setValueT1Array;
- case 0x8b60: // SAMPLER_CUBE
- case 0x8dcc: // INT_SAMPLER_CUBE
- case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
- case 0x8dc5: // SAMPLER_CUBE_SHADOW
- return setValueT6Array;
- }
- }
- // --- Uniform Classes ---
- function SingleUniform( id, activeInfo, addr ) {
- this.id = id;
- this.addr = addr;
- this.cache = [];
- this.setValue = getSingularSetter( activeInfo.type );
- // this.path = activeInfo.name; // DEBUG
- }
- function PureArrayUniform( id, activeInfo, addr ) {
- this.id = id;
- this.addr = addr;
- this.cache = [];
- this.size = activeInfo.size;
- this.setValue = getPureArraySetter( activeInfo.type );
- // this.path = activeInfo.name; // DEBUG
- }
- PureArrayUniform.prototype.updateCache = function ( data ) {
- const cache = this.cache;
- if ( data instanceof Float32Array && cache.length !== data.length ) {
- this.cache = new Float32Array( data.length );
- }
- copyArray( cache, data );
- };
- function StructuredUniform( id ) {
- this.id = id;
- this.seq = [];
- this.map = {};
- }
- StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
- const seq = this.seq;
- for ( let i = 0, n = seq.length; i !== n; ++ i ) {
- const u = seq[ i ];
- u.setValue( gl, value[ u.id ], textures );
- }
- };
- // --- Top-level ---
- // Parser - builds up the property tree from the path strings
- const RePathPart = /(\w+)(\])?(\[|\.)?/g;
- // extracts
- // - the identifier (member name or array index)
- // - followed by an optional right bracket (found when array index)
- // - followed by an optional left bracket or dot (type of subscript)
- //
- // Note: These portions can be read in a non-overlapping fashion and
- // allow straightforward parsing of the hierarchy that WebGL encodes
- // in the uniform names.
- function addUniform( container, uniformObject ) {
- container.seq.push( uniformObject );
- container.map[ uniformObject.id ] = uniformObject;
- }
- function parseUniform( activeInfo, addr, container ) {
- const path = activeInfo.name,
- pathLength = path.length;
- // reset RegExp object, because of the early exit of a previous run
- RePathPart.lastIndex = 0;
- while ( true ) {
- const match = RePathPart.exec( path ),
- matchEnd = RePathPart.lastIndex;
- let id = match[ 1 ];
- const idIsIndex = match[ 2 ] === ']',
- subscript = match[ 3 ];
- if ( idIsIndex ) id = id | 0; // convert to integer
- if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
- // bare name or "pure" bottom-level array "[0]" suffix
- addUniform( container, subscript === undefined ?
- new SingleUniform( id, activeInfo, addr ) :
- new PureArrayUniform( id, activeInfo, addr ) );
- break;
- } else {
- // step into inner node / create it in case it doesn't exist
- const map = container.map;
- let next = map[ id ];
- if ( next === undefined ) {
- next = new StructuredUniform( id );
- addUniform( container, next );
- }
- container = next;
- }
- }
- }
- // Root Container
- function WebGLUniforms( gl, program ) {
- this.seq = [];
- this.map = {};
- const n = gl.getProgramParameter( program, 35718 );
- for ( let i = 0; i < n; ++ i ) {
- const info = gl.getActiveUniform( program, i ),
- addr = gl.getUniformLocation( program, info.name );
- parseUniform( info, addr, this );
- }
- }
- WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
- const u = this.map[ name ];
- if ( u !== undefined ) u.setValue( gl, value, textures );
- };
- WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
- const v = object[ name ];
- if ( v !== undefined ) this.setValue( gl, name, v );
- };
- // Static interface
- WebGLUniforms.upload = function ( gl, seq, values, textures ) {
- for ( let i = 0, n = seq.length; i !== n; ++ i ) {
- const u = seq[ i ],
- v = values[ u.id ];
- if ( v.needsUpdate !== false ) {
- // note: always updating when .needsUpdate is undefined
- u.setValue( gl, v.value, textures );
- }
- }
- };
- WebGLUniforms.seqWithValue = function ( seq, values ) {
- const r = [];
- for ( let i = 0, n = seq.length; i !== n; ++ i ) {
- const u = seq[ i ];
- if ( u.id in values ) r.push( u );
- }
- return r;
- };
- function WebGLShader( gl, type, string ) {
- const shader = gl.createShader( type );
- gl.shaderSource( shader, string );
- gl.compileShader( shader );
- return shader;
- }
- let programIdCount = 0;
- function addLineNumbers( string ) {
- const lines = string.split( '\n' );
- for ( let i = 0; i < lines.length; i ++ ) {
- lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
- }
- return lines.join( '\n' );
- }
- function getEncodingComponents( encoding ) {
- switch ( encoding ) {
- case LinearEncoding:
- return [ 'Linear', '( value )' ];
- case sRGBEncoding:
- return [ 'sRGB', '( value )' ];
- case RGBEEncoding:
- return [ 'RGBE', '( value )' ];
- case RGBM7Encoding:
- return [ 'RGBM', '( value, 7.0 )' ];
- case RGBM16Encoding:
- return [ 'RGBM', '( value, 16.0 )' ];
- case RGBDEncoding:
- return [ 'RGBD', '( value, 256.0 )' ];
- case GammaEncoding:
- return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
- case LogLuvEncoding:
- return [ 'LogLuv', '( value )' ];
- default:
- console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
- return [ 'Linear', '( value )' ];
- }
- }
- function getShaderErrors( gl, shader, type ) {
- const status = gl.getShaderParameter( shader, 35713 );
- const log = gl.getShaderInfoLog( shader ).trim();
- if ( status && log === '' ) return '';
- // --enable-privileged-webgl-extension
- // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
- const source = gl.getShaderSource( shader );
- return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
- }
- function getTexelDecodingFunction( functionName, encoding ) {
- const components = getEncodingComponents( encoding );
- return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
- }
- function getTexelEncodingFunction( functionName, encoding ) {
- const components = getEncodingComponents( encoding );
- return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
- }
- function getToneMappingFunction( functionName, toneMapping ) {
- let toneMappingName;
- switch ( toneMapping ) {
- case LinearToneMapping:
- toneMappingName = 'Linear';
- break;
- case ReinhardToneMapping:
- toneMappingName = 'Reinhard';
- break;
- case CineonToneMapping:
- toneMappingName = 'OptimizedCineon';
- break;
- case ACESFilmicToneMapping:
- toneMappingName = 'ACESFilmic';
- break;
- case CustomToneMapping:
- toneMappingName = 'Custom';
- break;
- default:
- console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
- toneMappingName = 'Linear';
- }
- return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
- }
- function generateExtensions( parameters ) {
- const chunks = [
- ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
- ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
- ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
- ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission > 0.0 ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
- ];
- return chunks.filter( filterEmptyLine ).join( '\n' );
- }
- function generateDefines( defines ) {
- const chunks = [];
- for ( const name in defines ) {
- const value = defines[ name ];
- if ( value === false ) continue;
- chunks.push( '#define ' + name + ' ' + value );
- }
- return chunks.join( '\n' );
- }
- function fetchAttributeLocations( gl, program ) {
- const attributes = {};
- const n = gl.getProgramParameter( program, 35721 );
- for ( let i = 0; i < n; i ++ ) {
- const info = gl.getActiveAttrib( program, i );
- const name = info.name;
- // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
- attributes[ name ] = gl.getAttribLocation( program, name );
- }
- return attributes;
- }
- function filterEmptyLine( string ) {
- return string !== '';
- }
- function replaceLightNums( string, parameters ) {
- return string
- .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
- .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
- .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
- .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
- .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
- .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
- .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
- .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
- }
- function replaceClippingPlaneNums( string, parameters ) {
- return string
- .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
- .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
- }
- // Resolve Includes
- const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
- function resolveIncludes( string ) {
- return string.replace( includePattern, includeReplacer );
- }
- function includeReplacer( match, include ) {
- const string = ShaderChunk[ include ];
- if ( string === undefined ) {
- throw new Error( 'Can not resolve #include <' + include + '>' );
- }
- return resolveIncludes( string );
- }
- // Unroll Loops
- const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
- const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
- function unrollLoops( string ) {
- return string
- .replace( unrollLoopPattern, loopReplacer )
- .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
- }
- function deprecatedLoopReplacer( match, start, end, snippet ) {
- console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
- return loopReplacer( match, start, end, snippet );
- }
- function loopReplacer( match, start, end, snippet ) {
- let string = '';
- for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
- string += snippet
- .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
- .replace( /UNROLLED_LOOP_INDEX/g, i );
- }
- return string;
- }
- //
- function generatePrecision( parameters ) {
- let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
- if ( parameters.precision === 'highp' ) {
- precisionstring += '\n#define HIGH_PRECISION';
- } else if ( parameters.precision === 'mediump' ) {
- precisionstring += '\n#define MEDIUM_PRECISION';
- } else if ( parameters.precision === 'lowp' ) {
- precisionstring += '\n#define LOW_PRECISION';
- }
- return precisionstring;
- }
- function generateShadowMapTypeDefine( parameters ) {
- let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
- if ( parameters.shadowMapType === PCFShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
- } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
- } else if ( parameters.shadowMapType === VSMShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
- }
- return shadowMapTypeDefine;
- }
- function generateEnvMapTypeDefine( parameters ) {
- let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- if ( parameters.envMap ) {
- switch ( parameters.envMapMode ) {
- case CubeReflectionMapping:
- case CubeRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- break;
- case CubeUVReflectionMapping:
- case CubeUVRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
- break;
- }
- }
- return envMapTypeDefine;
- }
- function generateEnvMapModeDefine( parameters ) {
- let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
- if ( parameters.envMap ) {
- switch ( parameters.envMapMode ) {
- case CubeRefractionMapping:
- case CubeUVRefractionMapping:
- envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
- break;
- }
- }
- return envMapModeDefine;
- }
- function generateEnvMapBlendingDefine( parameters ) {
- let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
- if ( parameters.envMap ) {
- switch ( parameters.combine ) {
- case MultiplyOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- break;
- case MixOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
- break;
- case AddOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
- break;
- }
- }
- return envMapBlendingDefine;
- }
- function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
- const gl = renderer.getContext();
- const defines = parameters.defines;
- let vertexShader = parameters.vertexShader;
- let fragmentShader = parameters.fragmentShader;
- const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
- const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
- const envMapModeDefine = generateEnvMapModeDefine( parameters );
- const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
- const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
- const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
- const customDefines = generateDefines( defines );
- const program = gl.createProgram();
- let prefixVertex, prefixFragment;
- let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
- if ( parameters.isRawShaderMaterial ) {
- prefixVertex = [
- customDefines
- ].filter( filterEmptyLine ).join( '\n' );
- if ( prefixVertex.length > 0 ) {
- prefixVertex += '\n';
- }
- prefixFragment = [
- customExtensions,
- customDefines
- ].filter( filterEmptyLine ).join( '\n' );
- if ( prefixFragment.length > 0 ) {
- prefixFragment += '\n';
- }
- } else {
- prefixVertex = [
- generatePrecision( parameters ),
- '#define SHADER_NAME ' + parameters.shaderName,
- customDefines,
- parameters.instancing ? '#define USE_INSTANCING' : '',
- parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
- parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- '#define MAX_BONES ' + parameters.maxBones,
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
- ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
- parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
- parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
- parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
- parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
- parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.transmission ? '#define USE_TRANSMISSION' : '',
- parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
- parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
- parameters.vertexTangents ? '#define USE_TANGENT' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
- parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
- parameters.vertexUvs ? '#define USE_UV' : '',
- parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
- parameters.flatShading ? '#define FLAT_SHADED' : '',
- parameters.skinning ? '#define USE_SKINNING' : '',
- parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
- parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
- parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- 'uniform mat4 modelMatrix;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform mat4 viewMatrix;',
- 'uniform mat3 normalMatrix;',
- 'uniform vec3 cameraPosition;',
- 'uniform bool isOrthographic;',
- '#ifdef USE_INSTANCING',
- ' attribute mat4 instanceMatrix;',
- '#endif',
- '#ifdef USE_INSTANCING_COLOR',
- ' attribute vec3 instanceColor;',
- '#endif',
- 'attribute vec3 position;',
- 'attribute vec3 normal;',
- 'attribute vec2 uv;',
- '#ifdef USE_TANGENT',
- ' attribute vec4 tangent;',
- '#endif',
- '#if defined( USE_COLOR_ALPHA )',
- ' attribute vec4 color;',
- '#elif defined( USE_COLOR )',
- ' attribute vec3 color;',
- '#endif',
- '#ifdef USE_MORPHTARGETS',
- ' attribute vec3 morphTarget0;',
- ' attribute vec3 morphTarget1;',
- ' attribute vec3 morphTarget2;',
- ' attribute vec3 morphTarget3;',
- ' #ifdef USE_MORPHNORMALS',
- ' attribute vec3 morphNormal0;',
- ' attribute vec3 morphNormal1;',
- ' attribute vec3 morphNormal2;',
- ' attribute vec3 morphNormal3;',
- ' #else',
- ' attribute vec3 morphTarget4;',
- ' attribute vec3 morphTarget5;',
- ' attribute vec3 morphTarget6;',
- ' attribute vec3 morphTarget7;',
- ' #endif',
- '#endif',
- '#ifdef USE_SKINNING',
- ' attribute vec4 skinIndex;',
- ' attribute vec4 skinWeight;',
- '#endif',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- prefixFragment = [
- customExtensions,
- generatePrecision( parameters ),
- '#define SHADER_NAME ' + parameters.shaderName,
- customDefines,
- parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
- parameters.map ? '#define USE_MAP' : '',
- parameters.matcap ? '#define USE_MATCAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapTypeDefine : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.envMap ? '#define ' + envMapBlendingDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
- ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
- parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
- parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
- parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
- parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.sheen ? '#define USE_SHEEN' : '',
- parameters.transmission ? '#define USE_TRANSMISSION' : '',
- parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
- parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
- parameters.vertexTangents ? '#define USE_TANGENT' : '',
- parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
- parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
- parameters.vertexUvs ? '#define USE_UV' : '',
- parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
- parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
- parameters.flatShading ? '#define FLAT_SHADED' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
- parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
- 'uniform mat4 viewMatrix;',
- 'uniform vec3 cameraPosition;',
- 'uniform bool isOrthographic;',
- ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
- ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
- ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
- parameters.dithering ? '#define DITHERING' : '',
- ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
- parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
- parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
- parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
- parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
- parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
- getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
- parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- }
- vertexShader = resolveIncludes( vertexShader );
- vertexShader = replaceLightNums( vertexShader, parameters );
- vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
- fragmentShader = resolveIncludes( fragmentShader );
- fragmentShader = replaceLightNums( fragmentShader, parameters );
- fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
- vertexShader = unrollLoops( vertexShader );
- fragmentShader = unrollLoops( fragmentShader );
- if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
- // GLSL 3.0 conversion for built-in materials and ShaderMaterial
- versionString = '#version 300 es\n';
- prefixVertex = [
- '#define attribute in',
- '#define varying out',
- '#define texture2D texture'
- ].join( '\n' ) + '\n' + prefixVertex;
- prefixFragment = [
- '#define varying in',
- ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
- ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
- '#define gl_FragDepthEXT gl_FragDepth',
- '#define texture2D texture',
- '#define textureCube texture',
- '#define texture2DProj textureProj',
- '#define texture2DLodEXT textureLod',
- '#define texture2DProjLodEXT textureProjLod',
- '#define textureCubeLodEXT textureLod',
- '#define texture2DGradEXT textureGrad',
- '#define texture2DProjGradEXT textureProjGrad',
- '#define textureCubeGradEXT textureGrad'
- ].join( '\n' ) + '\n' + prefixFragment;
- }
- const vertexGlsl = versionString + prefixVertex + vertexShader;
- const fragmentGlsl = versionString + prefixFragment + fragmentShader;
- // console.log( '*VERTEX*', vertexGlsl );
- // console.log( '*FRAGMENT*', fragmentGlsl );
- const glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
- const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
- gl.attachShader( program, glVertexShader );
- gl.attachShader( program, glFragmentShader );
- // Force a particular attribute to index 0.
- if ( parameters.index0AttributeName !== undefined ) {
- gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
- } else if ( parameters.morphTargets === true ) {
- // programs with morphTargets displace position out of attribute 0
- gl.bindAttribLocation( program, 0, 'position' );
- }
- gl.linkProgram( program );
- // check for link errors
- if ( renderer.debug.checkShaderErrors ) {
- const programLog = gl.getProgramInfoLog( program ).trim();
- const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
- const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
- let runnable = true;
- let haveDiagnostics = true;
- if ( gl.getProgramParameter( program, 35714 ) === false ) {
- runnable = false;
- const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
- const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
- console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
- } else if ( programLog !== '' ) {
- console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
- } else if ( vertexLog === '' || fragmentLog === '' ) {
- haveDiagnostics = false;
- }
- if ( haveDiagnostics ) {
- this.diagnostics = {
- runnable: runnable,
- programLog: programLog,
- vertexShader: {
- log: vertexLog,
- prefix: prefixVertex
- },
- fragmentShader: {
- log: fragmentLog,
- prefix: prefixFragment
- }
- };
- }
- }
- // Clean up
- // Crashes in iOS9 and iOS10. #18402
- // gl.detachShader( program, glVertexShader );
- // gl.detachShader( program, glFragmentShader );
- gl.deleteShader( glVertexShader );
- gl.deleteShader( glFragmentShader );
- // set up caching for uniform locations
- let cachedUniforms;
- this.getUniforms = function () {
- if ( cachedUniforms === undefined ) {
- cachedUniforms = new WebGLUniforms( gl, program );
- }
- return cachedUniforms;
- };
- // set up caching for attribute locations
- let cachedAttributes;
- this.getAttributes = function () {
- if ( cachedAttributes === undefined ) {
- cachedAttributes = fetchAttributeLocations( gl, program );
- }
- return cachedAttributes;
- };
- // free resource
- this.destroy = function () {
- bindingStates.releaseStatesOfProgram( this );
- gl.deleteProgram( program );
- this.program = undefined;
- };
- //
- this.name = parameters.shaderName;
- this.id = programIdCount ++;
- this.cacheKey = cacheKey;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
- return this;
- }
- function WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {
- const programs = [];
- const isWebGL2 = capabilities.isWebGL2;
- const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
- const floatVertexTextures = capabilities.floatVertexTextures;
- const maxVertexUniforms = capabilities.maxVertexUniforms;
- const vertexTextures = capabilities.vertexTextures;
- let precision = capabilities.precision;
- const shaderIDs = {
- MeshDepthMaterial: 'depth',
- MeshDistanceMaterial: 'distanceRGBA',
- MeshNormalMaterial: 'normal',
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- MeshToonMaterial: 'toon',
- MeshStandardMaterial: 'physical',
- MeshPhysicalMaterial: 'physical',
- MeshMatcapMaterial: 'matcap',
- LineBasicMaterial: 'basic',
- LineDashedMaterial: 'dashed',
- PointsMaterial: 'points',
- ShadowMaterial: 'shadow',
- SpriteMaterial: 'sprite'
- };
- const parameterNames = [
- 'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',
- 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',
- 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',
- 'roughnessMap', 'metalnessMap', 'gradientMap',
- 'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',
- 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',
- 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha',
- 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',
- 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',
- 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',
- 'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',
- 'sheen', 'transmission', 'transmissionMap', 'thicknessMap'
- ];
- function getMaxBones( object ) {
- const skeleton = object.skeleton;
- const bones = skeleton.bones;
- if ( floatVertexTextures ) {
- return 1024;
- } else {
- // default for when object is not specified
- // ( for example when prebuilding shader to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
- const nVertexUniforms = maxVertexUniforms;
- const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
- const maxBones = Math.min( nVertexMatrices, bones.length );
- if ( maxBones < bones.length ) {
- console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
- return 0;
- }
- return maxBones;
- }
- }
- function getTextureEncodingFromMap( map ) {
- let encoding;
- if ( map && map.isTexture ) {
- encoding = map.encoding;
- } else if ( map && map.isWebGLRenderTarget ) {
- console.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.' );
- encoding = map.texture.encoding;
- } else {
- encoding = LinearEncoding;
- }
- return encoding;
- }
- function getParameters( material, lights, shadows, scene, object ) {
- const fog = scene.fog;
- const environment = material.isMeshStandardMaterial ? scene.environment : null;
- const envMap = cubemaps.get( material.envMap || environment );
- const shaderID = shaderIDs[ material.type ];
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;
- if ( material.precision !== null ) {
- precision = capabilities.getMaxPrecision( material.precision );
- if ( precision !== material.precision ) {
- console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
- }
- }
- let vertexShader, fragmentShader;
- if ( shaderID ) {
- const shader = ShaderLib[ shaderID ];
- vertexShader = shader.vertexShader;
- fragmentShader = shader.fragmentShader;
- } else {
- vertexShader = material.vertexShader;
- fragmentShader = material.fragmentShader;
- }
- const currentRenderTarget = renderer.getRenderTarget();
- const parameters = {
- isWebGL2: isWebGL2,
- shaderID: shaderID,
- shaderName: material.type,
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- defines: material.defines,
- isRawShaderMaterial: material.isRawShaderMaterial === true,
- glslVersion: material.glslVersion,
- precision: precision,
- instancing: object.isInstancedMesh === true,
- instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
- supportsVertexTextures: vertexTextures,
- outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
- map: !! material.map,
- mapEncoding: getTextureEncodingFromMap( material.map ),
- matcap: !! material.matcap,
- matcapEncoding: getTextureEncodingFromMap( material.matcap ),
- envMap: !! envMap,
- envMapMode: envMap && envMap.mapping,
- envMapEncoding: getTextureEncodingFromMap( envMap ),
- envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
- lightMap: !! material.lightMap,
- lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
- aoMap: !! material.aoMap,
- emissiveMap: !! material.emissiveMap,
- emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
- bumpMap: !! material.bumpMap,
- normalMap: !! material.normalMap,
- objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
- tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
- clearcoatMap: !! material.clearcoatMap,
- clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
- clearcoatNormalMap: !! material.clearcoatNormalMap,
- displacementMap: !! material.displacementMap,
- roughnessMap: !! material.roughnessMap,
- metalnessMap: !! material.metalnessMap,
- specularMap: !! material.specularMap,
- alphaMap: !! material.alphaMap,
- gradientMap: !! material.gradientMap,
- sheen: !! material.sheen,
- transmission: !! material.transmission,
- transmissionMap: !! material.transmissionMap,
- thicknessMap: !! material.thicknessMap,
- combine: material.combine,
- vertexTangents: ( material.normalMap && material.vertexTangents ),
- vertexColors: material.vertexColors,
- vertexAlphas: material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
- vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap,
- uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmission || !! material.transmissionMap || !! material.thicknessMap ) && !! material.displacementMap,
- fog: !! fog,
- useFog: material.fog,
- fogExp2: ( fog && fog.isFogExp2 ),
- flatShading: !! material.flatShading,
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: logarithmicDepthBuffer,
- skinning: object.isSkinnedMesh === true && maxBones > 0,
- maxBones: maxBones,
- useVertexTexture: floatVertexTextures,
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- numDirLights: lights.directional.length,
- numPointLights: lights.point.length,
- numSpotLights: lights.spot.length,
- numRectAreaLights: lights.rectArea.length,
- numHemiLights: lights.hemi.length,
- numDirLightShadows: lights.directionalShadowMap.length,
- numPointLightShadows: lights.pointShadowMap.length,
- numSpotLightShadows: lights.spotShadowMap.length,
- numClippingPlanes: clipping.numPlanes,
- numClipIntersection: clipping.numIntersection,
- dithering: material.dithering,
- shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
- shadowMapType: renderer.shadowMap.type,
- toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
- physicallyCorrectLights: renderer.physicallyCorrectLights,
- premultipliedAlpha: material.premultipliedAlpha,
- alphaTest: material.alphaTest,
- doubleSided: material.side === DoubleSide,
- flipSided: material.side === BackSide,
- depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
- index0AttributeName: material.index0AttributeName,
- extensionDerivatives: material.extensions && material.extensions.derivatives,
- extensionFragDepth: material.extensions && material.extensions.fragDepth,
- extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
- extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
- rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
- rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
- rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),
- customProgramCacheKey: material.customProgramCacheKey()
- };
- return parameters;
- }
- function getProgramCacheKey( parameters ) {
- const array = [];
- if ( parameters.shaderID ) {
- array.push( parameters.shaderID );
- } else {
- array.push( parameters.fragmentShader );
- array.push( parameters.vertexShader );
- }
- if ( parameters.defines !== undefined ) {
- for ( const name in parameters.defines ) {
- array.push( name );
- array.push( parameters.defines[ name ] );
- }
- }
- if ( parameters.isRawShaderMaterial === false ) {
- for ( let i = 0; i < parameterNames.length; i ++ ) {
- array.push( parameters[ parameterNames[ i ] ] );
- }
- array.push( renderer.outputEncoding );
- array.push( renderer.gammaFactor );
- }
- array.push( parameters.customProgramCacheKey );
- return array.join();
- }
- function getUniforms( material ) {
- const shaderID = shaderIDs[ material.type ];
- let uniforms;
- if ( shaderID ) {
- const shader = ShaderLib[ shaderID ];
- uniforms = UniformsUtils.clone( shader.uniforms );
- } else {
- uniforms = material.uniforms;
- }
- return uniforms;
- }
- function acquireProgram( parameters, cacheKey ) {
- let program;
- // Check if code has been already compiled
- for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
- const preexistingProgram = programs[ p ];
- if ( preexistingProgram.cacheKey === cacheKey ) {
- program = preexistingProgram;
- ++ program.usedTimes;
- break;
- }
- }
- if ( program === undefined ) {
- program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
- programs.push( program );
- }
- return program;
- }
- function releaseProgram( program ) {
- if ( -- program.usedTimes === 0 ) {
- // Remove from unordered set
- const i = programs.indexOf( program );
- programs[ i ] = programs[ programs.length - 1 ];
- programs.pop();
- // Free WebGL resources
- program.destroy();
- }
- }
- return {
- getParameters: getParameters,
- getProgramCacheKey: getProgramCacheKey,
- getUniforms: getUniforms,
- acquireProgram: acquireProgram,
- releaseProgram: releaseProgram,
- // Exposed for resource monitoring & error feedback via renderer.info:
- programs: programs
- };
- }
- function WebGLProperties() {
- let properties = new WeakMap();
- function get( object ) {
- let map = properties.get( object );
- if ( map === undefined ) {
- map = {};
- properties.set( object, map );
- }
- return map;
- }
- function remove( object ) {
- properties.delete( object );
- }
- function update( object, key, value ) {
- properties.get( object )[ key ] = value;
- }
- function dispose() {
- properties = new WeakMap();
- }
- return {
- get: get,
- remove: remove,
- update: update,
- dispose: dispose
- };
- }
- function painterSortStable( a, b ) {
- if ( a.groupOrder !== b.groupOrder ) {
- return a.groupOrder - b.groupOrder;
- } else if ( a.renderOrder !== b.renderOrder ) {
- return a.renderOrder - b.renderOrder;
- } else if ( a.program !== b.program ) {
- return a.program.id - b.program.id;
- } else if ( a.material.id !== b.material.id ) {
- return a.material.id - b.material.id;
- } else if ( a.z !== b.z ) {
- return a.z - b.z;
- } else {
- return a.id - b.id;
- }
- }
- function reversePainterSortStable( a, b ) {
- if ( a.groupOrder !== b.groupOrder ) {
- return a.groupOrder - b.groupOrder;
- } else if ( a.renderOrder !== b.renderOrder ) {
- return a.renderOrder - b.renderOrder;
- } else if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return a.id - b.id;
- }
- }
- function WebGLRenderList( properties ) {
- const renderItems = [];
- let renderItemsIndex = 0;
- const opaque = [];
- const transmissive = [];
- const transparent = [];
- const defaultProgram = { id: - 1 };
- function init() {
- renderItemsIndex = 0;
- opaque.length = 0;
- transmissive.length = 0;
- transparent.length = 0;
- }
- function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
- let renderItem = renderItems[ renderItemsIndex ];
- const materialProperties = properties.get( material );
- if ( renderItem === undefined ) {
- renderItem = {
- id: object.id,
- object: object,
- geometry: geometry,
- material: material,
- program: materialProperties.program || defaultProgram,
- groupOrder: groupOrder,
- renderOrder: object.renderOrder,
- z: z,
- group: group
- };
- renderItems[ renderItemsIndex ] = renderItem;
- } else {
- renderItem.id = object.id;
- renderItem.object = object;
- renderItem.geometry = geometry;
- renderItem.material = material;
- renderItem.program = materialProperties.program || defaultProgram;
- renderItem.groupOrder = groupOrder;
- renderItem.renderOrder = object.renderOrder;
- renderItem.z = z;
- renderItem.group = group;
- }
- renderItemsIndex ++;
- return renderItem;
- }
- function push( object, geometry, material, groupOrder, z, group ) {
- const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
- if ( material.transmission > 0.0 ) {
- transmissive.push( renderItem );
- } else if ( material.transparent === true ) {
- transparent.push( renderItem );
- } else {
- opaque.push( renderItem );
- }
- }
- function unshift( object, geometry, material, groupOrder, z, group ) {
- const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
- if ( material.transmission > 0.0 ) {
- transmissive.unshift( renderItem );
- } else if ( material.transparent === true ) {
- transparent.unshift( renderItem );
- } else {
- opaque.unshift( renderItem );
- }
- }
- function sort( customOpaqueSort, customTransparentSort ) {
- if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
- if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );
- if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );
- }
- function finish() {
- // Clear references from inactive renderItems in the list
- for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
- const renderItem = renderItems[ i ];
- if ( renderItem.id === null ) break;
- renderItem.id = null;
- renderItem.object = null;
- renderItem.geometry = null;
- renderItem.material = null;
- renderItem.program = null;
- renderItem.group = null;
- }
- }
- return {
- opaque: opaque,
- transmissive: transmissive,
- transparent: transparent,
- init: init,
- push: push,
- unshift: unshift,
- finish: finish,
- sort: sort
- };
- }
- function WebGLRenderLists( properties ) {
- let lists = new WeakMap();
- function get( scene, renderCallDepth ) {
- let list;
- if ( lists.has( scene ) === false ) {
- list = new WebGLRenderList( properties );
- lists.set( scene, [ list ] );
- } else {
- if ( renderCallDepth >= lists.get( scene ).length ) {
- list = new WebGLRenderList( properties );
- lists.get( scene ).push( list );
- } else {
- list = lists.get( scene )[ renderCallDepth ];
- }
- }
- return list;
- }
- function dispose() {
- lists = new WeakMap();
- }
- return {
- get: get,
- dispose: dispose
- };
- }
- function UniformsCache() {
- const lights = {};
- return {
- get: function ( light ) {
- if ( lights[ light.id ] !== undefined ) {
- return lights[ light.id ];
- }
- let uniforms;
- switch ( light.type ) {
- case 'DirectionalLight':
- uniforms = {
- direction: new Vector3(),
- color: new Color()
- };
- break;
- case 'SpotLight':
- uniforms = {
- position: new Vector3(),
- direction: new Vector3(),
- color: new Color(),
- distance: 0,
- coneCos: 0,
- penumbraCos: 0,
- decay: 0
- };
- break;
- case 'PointLight':
- uniforms = {
- position: new Vector3(),
- color: new Color(),
- distance: 0,
- decay: 0
- };
- break;
- case 'HemisphereLight':
- uniforms = {
- direction: new Vector3(),
- skyColor: new Color(),
- groundColor: new Color()
- };
- break;
- case 'RectAreaLight':
- uniforms = {
- color: new Color(),
- position: new Vector3(),
- halfWidth: new Vector3(),
- halfHeight: new Vector3()
- };
- break;
- }
- lights[ light.id ] = uniforms;
- return uniforms;
- }
- };
- }
- function ShadowUniformsCache() {
- const lights = {};
- return {
- get: function ( light ) {
- if ( lights[ light.id ] !== undefined ) {
- return lights[ light.id ];
- }
- let uniforms;
- switch ( light.type ) {
- case 'DirectionalLight':
- uniforms = {
- shadowBias: 0,
- shadowNormalBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'SpotLight':
- uniforms = {
- shadowBias: 0,
- shadowNormalBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'PointLight':
- uniforms = {
- shadowBias: 0,
- shadowNormalBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2(),
- shadowCameraNear: 1,
- shadowCameraFar: 1000
- };
- break;
- // TODO (abelnation): set RectAreaLight shadow uniforms
- }
- lights[ light.id ] = uniforms;
- return uniforms;
- }
- };
- }
- let nextVersion = 0;
- function shadowCastingLightsFirst( lightA, lightB ) {
- return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
- }
- function WebGLLights( extensions, capabilities ) {
- const cache = new UniformsCache();
- const shadowCache = ShadowUniformsCache();
- const state = {
- version: 0,
- hash: {
- directionalLength: - 1,
- pointLength: - 1,
- spotLength: - 1,
- rectAreaLength: - 1,
- hemiLength: - 1,
- numDirectionalShadows: - 1,
- numPointShadows: - 1,
- numSpotShadows: - 1
- },
- ambient: [ 0, 0, 0 ],
- probe: [],
- directional: [],
- directionalShadow: [],
- directionalShadowMap: [],
- directionalShadowMatrix: [],
- spot: [],
- spotShadow: [],
- spotShadowMap: [],
- spotShadowMatrix: [],
- rectArea: [],
- rectAreaLTC1: null,
- rectAreaLTC2: null,
- point: [],
- pointShadow: [],
- pointShadowMap: [],
- pointShadowMatrix: [],
- hemi: []
- };
- for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
- const vector3 = new Vector3();
- const matrix4 = new Matrix4();
- const matrix42 = new Matrix4();
- function setup( lights ) {
- let r = 0, g = 0, b = 0;
- for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
- let directionalLength = 0;
- let pointLength = 0;
- let spotLength = 0;
- let rectAreaLength = 0;
- let hemiLength = 0;
- let numDirectionalShadows = 0;
- let numPointShadows = 0;
- let numSpotShadows = 0;
- lights.sort( shadowCastingLightsFirst );
- for ( let i = 0, l = lights.length; i < l; i ++ ) {
- const light = lights[ i ];
- const color = light.color;
- const intensity = light.intensity;
- const distance = light.distance;
- const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
- if ( light.isAmbientLight ) {
- r += color.r * intensity;
- g += color.g * intensity;
- b += color.b * intensity;
- } else if ( light.isLightProbe ) {
- for ( let j = 0; j < 9; j ++ ) {
- state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
- }
- } else if ( light.isDirectionalLight ) {
- const uniforms = cache.get( light );
- uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
- if ( light.castShadow ) {
- const shadow = light.shadow;
- const shadowUniforms = shadowCache.get( light );
- shadowUniforms.shadowBias = shadow.bias;
- shadowUniforms.shadowNormalBias = shadow.normalBias;
- shadowUniforms.shadowRadius = shadow.radius;
- shadowUniforms.shadowMapSize = shadow.mapSize;
- state.directionalShadow[ directionalLength ] = shadowUniforms;
- state.directionalShadowMap[ directionalLength ] = shadowMap;
- state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
- numDirectionalShadows ++;
- }
- state.directional[ directionalLength ] = uniforms;
- directionalLength ++;
- } else if ( light.isSpotLight ) {
- const uniforms = cache.get( light );
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.color.copy( color ).multiplyScalar( intensity );
- uniforms.distance = distance;
- uniforms.coneCos = Math.cos( light.angle );
- uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
- uniforms.decay = light.decay;
- if ( light.castShadow ) {
- const shadow = light.shadow;
- const shadowUniforms = shadowCache.get( light );
- shadowUniforms.shadowBias = shadow.bias;
- shadowUniforms.shadowNormalBias = shadow.normalBias;
- shadowUniforms.shadowRadius = shadow.radius;
- shadowUniforms.shadowMapSize = shadow.mapSize;
- state.spotShadow[ spotLength ] = shadowUniforms;
- state.spotShadowMap[ spotLength ] = shadowMap;
- state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
- numSpotShadows ++;
- }
- state.spot[ spotLength ] = uniforms;
- spotLength ++;
- } else if ( light.isRectAreaLight ) {
- const uniforms = cache.get( light );
- // (a) intensity is the total visible light emitted
- //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
- // (b) intensity is the brightness of the light
- uniforms.color.copy( color ).multiplyScalar( intensity );
- uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
- uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
- state.rectArea[ rectAreaLength ] = uniforms;
- rectAreaLength ++;
- } else if ( light.isPointLight ) {
- const uniforms = cache.get( light );
- uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
- uniforms.distance = light.distance;
- uniforms.decay = light.decay;
- if ( light.castShadow ) {
- const shadow = light.shadow;
- const shadowUniforms = shadowCache.get( light );
- shadowUniforms.shadowBias = shadow.bias;
- shadowUniforms.shadowNormalBias = shadow.normalBias;
- shadowUniforms.shadowRadius = shadow.radius;
- shadowUniforms.shadowMapSize = shadow.mapSize;
- shadowUniforms.shadowCameraNear = shadow.camera.near;
- shadowUniforms.shadowCameraFar = shadow.camera.far;
- state.pointShadow[ pointLength ] = shadowUniforms;
- state.pointShadowMap[ pointLength ] = shadowMap;
- state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
- numPointShadows ++;
- }
- state.point[ pointLength ] = uniforms;
- pointLength ++;
- } else if ( light.isHemisphereLight ) {
- const uniforms = cache.get( light );
- uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
- uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
- state.hemi[ hemiLength ] = uniforms;
- hemiLength ++;
- }
- }
- if ( rectAreaLength > 0 ) {
- if ( capabilities.isWebGL2 ) {
- // WebGL 2
- state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
- state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
- } else {
- // WebGL 1
- if ( extensions.has( 'OES_texture_float_linear' ) === true ) {
- state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
- state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
- } else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {
- state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
- state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
- } else {
- console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );
- }
- }
- }
- state.ambient[ 0 ] = r;
- state.ambient[ 1 ] = g;
- state.ambient[ 2 ] = b;
- const hash = state.hash;
- if ( hash.directionalLength !== directionalLength ||
- hash.pointLength !== pointLength ||
- hash.spotLength !== spotLength ||
- hash.rectAreaLength !== rectAreaLength ||
- hash.hemiLength !== hemiLength ||
- hash.numDirectionalShadows !== numDirectionalShadows ||
- hash.numPointShadows !== numPointShadows ||
- hash.numSpotShadows !== numSpotShadows ) {
- state.directional.length = directionalLength;
- state.spot.length = spotLength;
- state.rectArea.length = rectAreaLength;
- state.point.length = pointLength;
- state.hemi.length = hemiLength;
- state.directionalShadow.length = numDirectionalShadows;
- state.directionalShadowMap.length = numDirectionalShadows;
- state.pointShadow.length = numPointShadows;
- state.pointShadowMap.length = numPointShadows;
- state.spotShadow.length = numSpotShadows;
- state.spotShadowMap.length = numSpotShadows;
- state.directionalShadowMatrix.length = numDirectionalShadows;
- state.pointShadowMatrix.length = numPointShadows;
- state.spotShadowMatrix.length = numSpotShadows;
- hash.directionalLength = directionalLength;
- hash.pointLength = pointLength;
- hash.spotLength = spotLength;
- hash.rectAreaLength = rectAreaLength;
- hash.hemiLength = hemiLength;
- hash.numDirectionalShadows = numDirectionalShadows;
- hash.numPointShadows = numPointShadows;
- hash.numSpotShadows = numSpotShadows;
- state.version = nextVersion ++;
- }
- }
- function setupView( lights, camera ) {
- let directionalLength = 0;
- let pointLength = 0;
- let spotLength = 0;
- let rectAreaLength = 0;
- let hemiLength = 0;
- const viewMatrix = camera.matrixWorldInverse;
- for ( let i = 0, l = lights.length; i < l; i ++ ) {
- const light = lights[ i ];
- if ( light.isDirectionalLight ) {
- const uniforms = state.directional[ directionalLength ];
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- vector3.setFromMatrixPosition( light.target.matrixWorld );
- uniforms.direction.sub( vector3 );
- uniforms.direction.transformDirection( viewMatrix );
- directionalLength ++;
- } else if ( light.isSpotLight ) {
- const uniforms = state.spot[ spotLength ];
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- vector3.setFromMatrixPosition( light.target.matrixWorld );
- uniforms.direction.sub( vector3 );
- uniforms.direction.transformDirection( viewMatrix );
- spotLength ++;
- } else if ( light.isRectAreaLight ) {
- const uniforms = state.rectArea[ rectAreaLength ];
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- // extract local rotation of light to derive width/height half vectors
- matrix42.identity();
- matrix4.copy( light.matrixWorld );
- matrix4.premultiply( viewMatrix );
- matrix42.extractRotation( matrix4 );
- uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
- uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
- uniforms.halfWidth.applyMatrix4( matrix42 );
- uniforms.halfHeight.applyMatrix4( matrix42 );
- rectAreaLength ++;
- } else if ( light.isPointLight ) {
- const uniforms = state.point[ pointLength ];
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- pointLength ++;
- } else if ( light.isHemisphereLight ) {
- const uniforms = state.hemi[ hemiLength ];
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- uniforms.direction.transformDirection( viewMatrix );
- uniforms.direction.normalize();
- hemiLength ++;
- }
- }
- }
- return {
- setup: setup,
- setupView: setupView,
- state: state
- };
- }
- function WebGLRenderState( extensions, capabilities ) {
- const lights = new WebGLLights( extensions, capabilities );
- const lightsArray = [];
- const shadowsArray = [];
- function init() {
- lightsArray.length = 0;
- shadowsArray.length = 0;
- }
- function pushLight( light ) {
- lightsArray.push( light );
- }
- function pushShadow( shadowLight ) {
- shadowsArray.push( shadowLight );
- }
- function setupLights() {
- lights.setup( lightsArray );
- }
- function setupLightsView( camera ) {
- lights.setupView( lightsArray, camera );
- }
- const state = {
- lightsArray: lightsArray,
- shadowsArray: shadowsArray,
- lights: lights
- };
- return {
- init: init,
- state: state,
- setupLights: setupLights,
- setupLightsView: setupLightsView,
- pushLight: pushLight,
- pushShadow: pushShadow
- };
- }
- function WebGLRenderStates( extensions, capabilities ) {
- let renderStates = new WeakMap();
- function get( scene, renderCallDepth = 0 ) {
- let renderState;
- if ( renderStates.has( scene ) === false ) {
- renderState = new WebGLRenderState( extensions, capabilities );
- renderStates.set( scene, [ renderState ] );
- } else {
- if ( renderCallDepth >= renderStates.get( scene ).length ) {
- renderState = new WebGLRenderState( extensions, capabilities );
- renderStates.get( scene ).push( renderState );
- } else {
- renderState = renderStates.get( scene )[ renderCallDepth ];
- }
- }
- return renderState;
- }
- function dispose() {
- renderStates = new WeakMap();
- }
- return {
- get: get,
- dispose: dispose
- };
- }
- /**
- * parameters = {
- *
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- * }
- */
- class MeshDepthMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'MeshDepthMaterial';
- this.depthPacking = BasicDepthPacking;
- this.morphTargets = false;
- this.map = null;
- this.alphaMap = null;
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.depthPacking = source.depthPacking;
- this.morphTargets = source.morphTargets;
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- return this;
- }
- }
- MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
- /**
- * parameters = {
- *
- * referencePosition: <float>,
- * nearDistance: <float>,
- * farDistance: <float>,
- *
- * morphTargets: <bool>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>
- *
- * }
- */
- class MeshDistanceMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'MeshDistanceMaterial';
- this.referencePosition = new Vector3();
- this.nearDistance = 1;
- this.farDistance = 1000;
- this.morphTargets = false;
- this.map = null;
- this.alphaMap = null;
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.fog = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.referencePosition.copy( source.referencePosition );
- this.nearDistance = source.nearDistance;
- this.farDistance = source.farDistance;
- this.morphTargets = source.morphTargets;
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- return this;
- }
- }
- MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
- var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
- var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
- function WebGLShadowMap( _renderer, _objects, _capabilities ) {
- let _frustum = new Frustum();
- const _shadowMapSize = new Vector2(),
- _viewportSize = new Vector2(),
- _viewport = new Vector4(),
- _depthMaterials = [],
- _distanceMaterials = [],
- _materialCache = {},
- _maxTextureSize = _capabilities.maxTextureSize;
- const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
- const shadowMaterialVertical = new ShaderMaterial( {
- defines: {
- SAMPLE_RATE: 2.0 / 8.0,
- HALF_SAMPLE_RATE: 1.0 / 8.0
- },
- uniforms: {
- shadow_pass: { value: null },
- resolution: { value: new Vector2() },
- radius: { value: 4.0 }
- },
- vertexShader: vsm_vert,
- fragmentShader: vsm_frag
- } );
- const shadowMaterialHorizontal = shadowMaterialVertical.clone();
- shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
- const fullScreenTri = new BufferGeometry();
- fullScreenTri.setAttribute(
- 'position',
- new BufferAttribute(
- new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
- 3
- )
- );
- const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
- const scope = this;
- this.enabled = false;
- this.autoUpdate = true;
- this.needsUpdate = false;
- this.type = PCFShadowMap;
- this.render = function ( lights, scene, camera ) {
- if ( scope.enabled === false ) return;
- if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
- if ( lights.length === 0 ) return;
- const currentRenderTarget = _renderer.getRenderTarget();
- const activeCubeFace = _renderer.getActiveCubeFace();
- const activeMipmapLevel = _renderer.getActiveMipmapLevel();
- const _state = _renderer.state;
- // Set GL state for depth map.
- _state.setBlending( NoBlending );
- _state.buffers.color.setClear( 1, 1, 1, 1 );
- _state.buffers.depth.setTest( true );
- _state.setScissorTest( false );
- // render depth map
- for ( let i = 0, il = lights.length; i < il; i ++ ) {
- const light = lights[ i ];
- const shadow = light.shadow;
- if ( shadow === undefined ) {
- console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
- continue;
- }
- if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;
- _shadowMapSize.copy( shadow.mapSize );
- const shadowFrameExtents = shadow.getFrameExtents();
- _shadowMapSize.multiply( shadowFrameExtents );
- _viewportSize.copy( shadow.mapSize );
- if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {
- if ( _shadowMapSize.x > _maxTextureSize ) {
- _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );
- _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
- shadow.mapSize.x = _viewportSize.x;
- }
- if ( _shadowMapSize.y > _maxTextureSize ) {
- _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );
- _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
- shadow.mapSize.y = _viewportSize.y;
- }
- }
- if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
- const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
- shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
- shadow.map.texture.name = light.name + '.shadowMap';
- shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
- shadow.camera.updateProjectionMatrix();
- }
- if ( shadow.map === null ) {
- const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
- shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
- shadow.map.texture.name = light.name + '.shadowMap';
- shadow.camera.updateProjectionMatrix();
- }
- _renderer.setRenderTarget( shadow.map );
- _renderer.clear();
- const viewportCount = shadow.getViewportCount();
- for ( let vp = 0; vp < viewportCount; vp ++ ) {
- const viewport = shadow.getViewport( vp );
- _viewport.set(
- _viewportSize.x * viewport.x,
- _viewportSize.y * viewport.y,
- _viewportSize.x * viewport.z,
- _viewportSize.y * viewport.w
- );
- _state.viewport( _viewport );
- shadow.updateMatrices( light, vp );
- _frustum = shadow.getFrustum();
- renderObject( scene, camera, shadow.camera, light, this.type );
- }
- // do blur pass for VSM
- if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
- VSMPass( shadow, camera );
- }
- shadow.needsUpdate = false;
- }
- scope.needsUpdate = false;
- _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
- };
- function VSMPass( shadow, camera ) {
- const geometry = _objects.update( fullScreenMesh );
- // vertical pass
- shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
- shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
- shadowMaterialVertical.uniforms.radius.value = shadow.radius;
- _renderer.setRenderTarget( shadow.mapPass );
- _renderer.clear();
- _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
- // horizontal pass
- shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
- shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
- shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
- _renderer.setRenderTarget( shadow.map );
- _renderer.clear();
- _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
- }
- function getDepthMaterialVariant( useMorphing ) {
- const index = useMorphing << 0;
- let material = _depthMaterials[ index ];
- if ( material === undefined ) {
- material = new MeshDepthMaterial( {
- depthPacking: RGBADepthPacking,
- morphTargets: useMorphing
- } );
- _depthMaterials[ index ] = material;
- }
- return material;
- }
- function getDistanceMaterialVariant( useMorphing ) {
- const index = useMorphing << 0;
- let material = _distanceMaterials[ index ];
- if ( material === undefined ) {
- material = new MeshDistanceMaterial( {
- morphTargets: useMorphing
- } );
- _distanceMaterials[ index ] = material;
- }
- return material;
- }
- function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
- let result = null;
- let getMaterialVariant = getDepthMaterialVariant;
- let customMaterial = object.customDepthMaterial;
- if ( light.isPointLight === true ) {
- getMaterialVariant = getDistanceMaterialVariant;
- customMaterial = object.customDistanceMaterial;
- }
- if ( customMaterial === undefined ) {
- let useMorphing = false;
- if ( material.morphTargets === true ) {
- useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
- }
- result = getMaterialVariant( useMorphing );
- } else {
- result = customMaterial;
- }
- if ( _renderer.localClippingEnabled &&
- material.clipShadows === true &&
- material.clippingPlanes.length !== 0 ) {
- // in this case we need a unique material instance reflecting the
- // appropriate state
- const keyA = result.uuid, keyB = material.uuid;
- let materialsForVariant = _materialCache[ keyA ];
- if ( materialsForVariant === undefined ) {
- materialsForVariant = {};
- _materialCache[ keyA ] = materialsForVariant;
- }
- let cachedMaterial = materialsForVariant[ keyB ];
- if ( cachedMaterial === undefined ) {
- cachedMaterial = result.clone();
- materialsForVariant[ keyB ] = cachedMaterial;
- }
- result = cachedMaterial;
- }
- result.visible = material.visible;
- result.wireframe = material.wireframe;
- if ( type === VSMShadowMap ) {
- result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
- } else {
- result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
- }
- result.clipShadows = material.clipShadows;
- result.clippingPlanes = material.clippingPlanes;
- result.clipIntersection = material.clipIntersection;
- result.wireframeLinewidth = material.wireframeLinewidth;
- result.linewidth = material.linewidth;
- if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
- result.referencePosition.setFromMatrixPosition( light.matrixWorld );
- result.nearDistance = shadowCameraNear;
- result.farDistance = shadowCameraFar;
- }
- return result;
- }
- function renderObject( object, camera, shadowCamera, light, type ) {
- if ( object.visible === false ) return;
- const visible = object.layers.test( camera.layers );
- if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
- if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
- object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- const geometry = _objects.update( object );
- const material = object.material;
- if ( Array.isArray( material ) ) {
- const groups = geometry.groups;
- for ( let k = 0, kl = groups.length; k < kl; k ++ ) {
- const group = groups[ k ];
- const groupMaterial = material[ group.materialIndex ];
- if ( groupMaterial && groupMaterial.visible ) {
- const depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
- }
- }
- } else if ( material.visible ) {
- const depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
- }
- }
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- renderObject( children[ i ], camera, shadowCamera, light, type );
- }
- }
- }
- function WebGLState( gl, extensions, capabilities ) {
- const isWebGL2 = capabilities.isWebGL2;
- function ColorBuffer() {
- let locked = false;
- const color = new Vector4();
- let currentColorMask = null;
- const currentColorClear = new Vector4( 0, 0, 0, 0 );
- return {
- setMask: function ( colorMask ) {
- if ( currentColorMask !== colorMask && ! locked ) {
- gl.colorMask( colorMask, colorMask, colorMask, colorMask );
- currentColorMask = colorMask;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( r, g, b, a, premultipliedAlpha ) {
- if ( premultipliedAlpha === true ) {
- r *= a; g *= a; b *= a;
- }
- color.set( r, g, b, a );
- if ( currentColorClear.equals( color ) === false ) {
- gl.clearColor( r, g, b, a );
- currentColorClear.copy( color );
- }
- },
- reset: function () {
- locked = false;
- currentColorMask = null;
- currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
- }
- };
- }
- function DepthBuffer() {
- let locked = false;
- let currentDepthMask = null;
- let currentDepthFunc = null;
- let currentDepthClear = null;
- return {
- setTest: function ( depthTest ) {
- if ( depthTest ) {
- enable( 2929 );
- } else {
- disable( 2929 );
- }
- },
- setMask: function ( depthMask ) {
- if ( currentDepthMask !== depthMask && ! locked ) {
- gl.depthMask( depthMask );
- currentDepthMask = depthMask;
- }
- },
- setFunc: function ( depthFunc ) {
- if ( currentDepthFunc !== depthFunc ) {
- if ( depthFunc ) {
- switch ( depthFunc ) {
- case NeverDepth:
- gl.depthFunc( 512 );
- break;
- case AlwaysDepth:
- gl.depthFunc( 519 );
- break;
- case LessDepth:
- gl.depthFunc( 513 );
- break;
- case LessEqualDepth:
- gl.depthFunc( 515 );
- break;
- case EqualDepth:
- gl.depthFunc( 514 );
- break;
- case GreaterEqualDepth:
- gl.depthFunc( 518 );
- break;
- case GreaterDepth:
- gl.depthFunc( 516 );
- break;
- case NotEqualDepth:
- gl.depthFunc( 517 );
- break;
- default:
- gl.depthFunc( 515 );
- }
- } else {
- gl.depthFunc( 515 );
- }
- currentDepthFunc = depthFunc;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( depth ) {
- if ( currentDepthClear !== depth ) {
- gl.clearDepth( depth );
- currentDepthClear = depth;
- }
- },
- reset: function () {
- locked = false;
- currentDepthMask = null;
- currentDepthFunc = null;
- currentDepthClear = null;
- }
- };
- }
- function StencilBuffer() {
- let locked = false;
- let currentStencilMask = null;
- let currentStencilFunc = null;
- let currentStencilRef = null;
- let currentStencilFuncMask = null;
- let currentStencilFail = null;
- let currentStencilZFail = null;
- let currentStencilZPass = null;
- let currentStencilClear = null;
- return {
- setTest: function ( stencilTest ) {
- if ( ! locked ) {
- if ( stencilTest ) {
- enable( 2960 );
- } else {
- disable( 2960 );
- }
- }
- },
- setMask: function ( stencilMask ) {
- if ( currentStencilMask !== stencilMask && ! locked ) {
- gl.stencilMask( stencilMask );
- currentStencilMask = stencilMask;
- }
- },
- setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
- if ( currentStencilFunc !== stencilFunc ||
- currentStencilRef !== stencilRef ||
- currentStencilFuncMask !== stencilMask ) {
- gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
- currentStencilFunc = stencilFunc;
- currentStencilRef = stencilRef;
- currentStencilFuncMask = stencilMask;
- }
- },
- setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
- if ( currentStencilFail !== stencilFail ||
- currentStencilZFail !== stencilZFail ||
- currentStencilZPass !== stencilZPass ) {
- gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
- currentStencilFail = stencilFail;
- currentStencilZFail = stencilZFail;
- currentStencilZPass = stencilZPass;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( stencil ) {
- if ( currentStencilClear !== stencil ) {
- gl.clearStencil( stencil );
- currentStencilClear = stencil;
- }
- },
- reset: function () {
- locked = false;
- currentStencilMask = null;
- currentStencilFunc = null;
- currentStencilRef = null;
- currentStencilFuncMask = null;
- currentStencilFail = null;
- currentStencilZFail = null;
- currentStencilZPass = null;
- currentStencilClear = null;
- }
- };
- }
- //
- const colorBuffer = new ColorBuffer();
- const depthBuffer = new DepthBuffer();
- const stencilBuffer = new StencilBuffer();
- let enabledCapabilities = {};
- let xrFramebuffer = null;
- let currentBoundFramebuffers = {};
- let currentProgram = null;
- let currentBlendingEnabled = false;
- let currentBlending = null;
- let currentBlendEquation = null;
- let currentBlendSrc = null;
- let currentBlendDst = null;
- let currentBlendEquationAlpha = null;
- let currentBlendSrcAlpha = null;
- let currentBlendDstAlpha = null;
- let currentPremultipledAlpha = false;
- let currentFlipSided = null;
- let currentCullFace = null;
- let currentLineWidth = null;
- let currentPolygonOffsetFactor = null;
- let currentPolygonOffsetUnits = null;
- const maxTextures = gl.getParameter( 35661 );
- let lineWidthAvailable = false;
- let version = 0;
- const glVersion = gl.getParameter( 7938 );
- if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
- version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
- lineWidthAvailable = ( version >= 1.0 );
- } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
- version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
- lineWidthAvailable = ( version >= 2.0 );
- }
- let currentTextureSlot = null;
- let currentBoundTextures = {};
- const scissorParam = gl.getParameter( 3088 );
- const viewportParam = gl.getParameter( 2978 );
- const currentScissor = new Vector4().fromArray( scissorParam );
- const currentViewport = new Vector4().fromArray( viewportParam );
- function createTexture( type, target, count ) {
- const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
- const texture = gl.createTexture();
- gl.bindTexture( type, texture );
- gl.texParameteri( type, 10241, 9728 );
- gl.texParameteri( type, 10240, 9728 );
- for ( let i = 0; i < count; i ++ ) {
- gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
- }
- return texture;
- }
- const emptyTextures = {};
- emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
- emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
- // init
- colorBuffer.setClear( 0, 0, 0, 1 );
- depthBuffer.setClear( 1 );
- stencilBuffer.setClear( 0 );
- enable( 2929 );
- depthBuffer.setFunc( LessEqualDepth );
- setFlipSided( false );
- setCullFace( CullFaceBack );
- enable( 2884 );
- setBlending( NoBlending );
- //
- function enable( id ) {
- if ( enabledCapabilities[ id ] !== true ) {
- gl.enable( id );
- enabledCapabilities[ id ] = true;
- }
- }
- function disable( id ) {
- if ( enabledCapabilities[ id ] !== false ) {
- gl.disable( id );
- enabledCapabilities[ id ] = false;
- }
- }
- function bindXRFramebuffer( framebuffer ) {
- if ( framebuffer !== xrFramebuffer ) {
- gl.bindFramebuffer( 36160, framebuffer );
- xrFramebuffer = framebuffer;
- }
- }
- function bindFramebuffer( target, framebuffer ) {
- if ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available
- if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
- gl.bindFramebuffer( target, framebuffer );
- currentBoundFramebuffers[ target ] = framebuffer;
- if ( isWebGL2 ) {
- // 36009 is equivalent to 36160
- if ( target === 36009 ) {
- currentBoundFramebuffers[ 36160 ] = framebuffer;
- }
- if ( target === 36160 ) {
- currentBoundFramebuffers[ 36009 ] = framebuffer;
- }
- }
- return true;
- }
- return false;
- }
- function useProgram( program ) {
- if ( currentProgram !== program ) {
- gl.useProgram( program );
- currentProgram = program;
- return true;
- }
- return false;
- }
- const equationToGL = {
- [ AddEquation ]: 32774,
- [ SubtractEquation ]: 32778,
- [ ReverseSubtractEquation ]: 32779
- };
- if ( isWebGL2 ) {
- equationToGL[ MinEquation ] = 32775;
- equationToGL[ MaxEquation ] = 32776;
- } else {
- const extension = extensions.get( 'EXT_blend_minmax' );
- if ( extension !== null ) {
- equationToGL[ MinEquation ] = extension.MIN_EXT;
- equationToGL[ MaxEquation ] = extension.MAX_EXT;
- }
- }
- const factorToGL = {
- [ ZeroFactor ]: 0,
- [ OneFactor ]: 1,
- [ SrcColorFactor ]: 768,
- [ SrcAlphaFactor ]: 770,
- [ SrcAlphaSaturateFactor ]: 776,
- [ DstColorFactor ]: 774,
- [ DstAlphaFactor ]: 772,
- [ OneMinusSrcColorFactor ]: 769,
- [ OneMinusSrcAlphaFactor ]: 771,
- [ OneMinusDstColorFactor ]: 775,
- [ OneMinusDstAlphaFactor ]: 773
- };
- function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
- if ( blending === NoBlending ) {
- if ( currentBlendingEnabled === true ) {
- disable( 3042 );
- currentBlendingEnabled = false;
- }
- return;
- }
- if ( currentBlendingEnabled === false ) {
- enable( 3042 );
- currentBlendingEnabled = true;
- }
- if ( blending !== CustomBlending ) {
- if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
- if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
- gl.blendEquation( 32774 );
- currentBlendEquation = AddEquation;
- currentBlendEquationAlpha = AddEquation;
- }
- if ( premultipliedAlpha ) {
- switch ( blending ) {
- case NormalBlending:
- gl.blendFuncSeparate( 1, 771, 1, 771 );
- break;
- case AdditiveBlending:
- gl.blendFunc( 1, 1 );
- break;
- case SubtractiveBlending:
- gl.blendFuncSeparate( 0, 0, 769, 771 );
- break;
- case MultiplyBlending:
- gl.blendFuncSeparate( 0, 768, 0, 770 );
- break;
- default:
- console.error( 'THREE.WebGLState: Invalid blending: ', blending );
- break;
- }
- } else {
- switch ( blending ) {
- case NormalBlending:
- gl.blendFuncSeparate( 770, 771, 1, 771 );
- break;
- case AdditiveBlending:
- gl.blendFunc( 770, 1 );
- break;
- case SubtractiveBlending:
- gl.blendFunc( 0, 769 );
- break;
- case MultiplyBlending:
- gl.blendFunc( 0, 768 );
- break;
- default:
- console.error( 'THREE.WebGLState: Invalid blending: ', blending );
- break;
- }
- }
- currentBlendSrc = null;
- currentBlendDst = null;
- currentBlendSrcAlpha = null;
- currentBlendDstAlpha = null;
- currentBlending = blending;
- currentPremultipledAlpha = premultipliedAlpha;
- }
- return;
- }
- // custom blending
- blendEquationAlpha = blendEquationAlpha || blendEquation;
- blendSrcAlpha = blendSrcAlpha || blendSrc;
- blendDstAlpha = blendDstAlpha || blendDst;
- if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
- gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
- currentBlendEquation = blendEquation;
- currentBlendEquationAlpha = blendEquationAlpha;
- }
- if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
- gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
- currentBlendSrc = blendSrc;
- currentBlendDst = blendDst;
- currentBlendSrcAlpha = blendSrcAlpha;
- currentBlendDstAlpha = blendDstAlpha;
- }
- currentBlending = blending;
- currentPremultipledAlpha = null;
- }
- function setMaterial( material, frontFaceCW ) {
- material.side === DoubleSide
- ? disable( 2884 )
- : enable( 2884 );
- let flipSided = ( material.side === BackSide );
- if ( frontFaceCW ) flipSided = ! flipSided;
- setFlipSided( flipSided );
- ( material.blending === NormalBlending && material.transparent === false )
- ? setBlending( NoBlending )
- : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
- depthBuffer.setFunc( material.depthFunc );
- depthBuffer.setTest( material.depthTest );
- depthBuffer.setMask( material.depthWrite );
- colorBuffer.setMask( material.colorWrite );
- const stencilWrite = material.stencilWrite;
- stencilBuffer.setTest( stencilWrite );
- if ( stencilWrite ) {
- stencilBuffer.setMask( material.stencilWriteMask );
- stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
- stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
- }
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- material.alphaToCoverage === true
- ? enable( 32926 )
- : disable( 32926 );
- }
- //
- function setFlipSided( flipSided ) {
- if ( currentFlipSided !== flipSided ) {
- if ( flipSided ) {
- gl.frontFace( 2304 );
- } else {
- gl.frontFace( 2305 );
- }
- currentFlipSided = flipSided;
- }
- }
- function setCullFace( cullFace ) {
- if ( cullFace !== CullFaceNone ) {
- enable( 2884 );
- if ( cullFace !== currentCullFace ) {
- if ( cullFace === CullFaceBack ) {
- gl.cullFace( 1029 );
- } else if ( cullFace === CullFaceFront ) {
- gl.cullFace( 1028 );
- } else {
- gl.cullFace( 1032 );
- }
- }
- } else {
- disable( 2884 );
- }
- currentCullFace = cullFace;
- }
- function setLineWidth( width ) {
- if ( width !== currentLineWidth ) {
- if ( lineWidthAvailable ) gl.lineWidth( width );
- currentLineWidth = width;
- }
- }
- function setPolygonOffset( polygonOffset, factor, units ) {
- if ( polygonOffset ) {
- enable( 32823 );
- if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
- gl.polygonOffset( factor, units );
- currentPolygonOffsetFactor = factor;
- currentPolygonOffsetUnits = units;
- }
- } else {
- disable( 32823 );
- }
- }
- function setScissorTest( scissorTest ) {
- if ( scissorTest ) {
- enable( 3089 );
- } else {
- disable( 3089 );
- }
- }
- // texture
- function activeTexture( webglSlot ) {
- if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
- if ( currentTextureSlot !== webglSlot ) {
- gl.activeTexture( webglSlot );
- currentTextureSlot = webglSlot;
- }
- }
- function bindTexture( webglType, webglTexture ) {
- if ( currentTextureSlot === null ) {
- activeTexture();
- }
- let boundTexture = currentBoundTextures[ currentTextureSlot ];
- if ( boundTexture === undefined ) {
- boundTexture = { type: undefined, texture: undefined };
- currentBoundTextures[ currentTextureSlot ] = boundTexture;
- }
- if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
- gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
- boundTexture.type = webglType;
- boundTexture.texture = webglTexture;
- }
- }
- function unbindTexture() {
- const boundTexture = currentBoundTextures[ currentTextureSlot ];
- if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
- gl.bindTexture( boundTexture.type, null );
- boundTexture.type = undefined;
- boundTexture.texture = undefined;
- }
- }
- function compressedTexImage2D() {
- try {
- gl.compressedTexImage2D.apply( gl, arguments );
- } catch ( error ) {
- console.error( 'THREE.WebGLState:', error );
- }
- }
- function texImage2D() {
- try {
- gl.texImage2D.apply( gl, arguments );
- } catch ( error ) {
- console.error( 'THREE.WebGLState:', error );
- }
- }
- function texImage3D() {
- try {
- gl.texImage3D.apply( gl, arguments );
- } catch ( error ) {
- console.error( 'THREE.WebGLState:', error );
- }
- }
- //
- function scissor( scissor ) {
- if ( currentScissor.equals( scissor ) === false ) {
- gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
- currentScissor.copy( scissor );
- }
- }
- function viewport( viewport ) {
- if ( currentViewport.equals( viewport ) === false ) {
- gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
- currentViewport.copy( viewport );
- }
- }
- //
- function reset() {
- // reset state
- gl.disable( 3042 );
- gl.disable( 2884 );
- gl.disable( 2929 );
- gl.disable( 32823 );
- gl.disable( 3089 );
- gl.disable( 2960 );
- gl.disable( 32926 );
- gl.blendEquation( 32774 );
- gl.blendFunc( 1, 0 );
- gl.blendFuncSeparate( 1, 0, 1, 0 );
- gl.colorMask( true, true, true, true );
- gl.clearColor( 0, 0, 0, 0 );
- gl.depthMask( true );
- gl.depthFunc( 513 );
- gl.clearDepth( 1 );
- gl.stencilMask( 0xffffffff );
- gl.stencilFunc( 519, 0, 0xffffffff );
- gl.stencilOp( 7680, 7680, 7680 );
- gl.clearStencil( 0 );
- gl.cullFace( 1029 );
- gl.frontFace( 2305 );
- gl.polygonOffset( 0, 0 );
- gl.activeTexture( 33984 );
- gl.bindFramebuffer( 36160, null );
- if ( isWebGL2 === true ) {
- gl.bindFramebuffer( 36009, null );
- gl.bindFramebuffer( 36008, null );
- }
- gl.useProgram( null );
- gl.lineWidth( 1 );
- gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );
- gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );
- // reset internals
- enabledCapabilities = {};
- currentTextureSlot = null;
- currentBoundTextures = {};
- xrFramebuffer = null;
- currentBoundFramebuffers = {};
- currentProgram = null;
- currentBlendingEnabled = false;
- currentBlending = null;
- currentBlendEquation = null;
- currentBlendSrc = null;
- currentBlendDst = null;
- currentBlendEquationAlpha = null;
- currentBlendSrcAlpha = null;
- currentBlendDstAlpha = null;
- currentPremultipledAlpha = false;
- currentFlipSided = null;
- currentCullFace = null;
- currentLineWidth = null;
- currentPolygonOffsetFactor = null;
- currentPolygonOffsetUnits = null;
- currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );
- currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );
- colorBuffer.reset();
- depthBuffer.reset();
- stencilBuffer.reset();
- }
- return {
- buffers: {
- color: colorBuffer,
- depth: depthBuffer,
- stencil: stencilBuffer
- },
- enable: enable,
- disable: disable,
- bindFramebuffer: bindFramebuffer,
- bindXRFramebuffer: bindXRFramebuffer,
- useProgram: useProgram,
- setBlending: setBlending,
- setMaterial: setMaterial,
- setFlipSided: setFlipSided,
- setCullFace: setCullFace,
- setLineWidth: setLineWidth,
- setPolygonOffset: setPolygonOffset,
- setScissorTest: setScissorTest,
- activeTexture: activeTexture,
- bindTexture: bindTexture,
- unbindTexture: unbindTexture,
- compressedTexImage2D: compressedTexImage2D,
- texImage2D: texImage2D,
- texImage3D: texImage3D,
- scissor: scissor,
- viewport: viewport,
- reset: reset
- };
- }
- function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
- const isWebGL2 = capabilities.isWebGL2;
- const maxTextures = capabilities.maxTextures;
- const maxCubemapSize = capabilities.maxCubemapSize;
- const maxTextureSize = capabilities.maxTextureSize;
- const maxSamples = capabilities.maxSamples;
- const _videoTextures = new WeakMap();
- let _canvas;
- // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
- // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
- // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
- let useOffscreenCanvas = false;
- try {
- useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
- && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;
- } catch ( err ) {
- // Ignore any errors
- }
- function createCanvas( width, height ) {
- // Use OffscreenCanvas when available. Specially needed in web workers
- return useOffscreenCanvas ?
- new OffscreenCanvas( width, height ) :
- document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- }
- function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
- let scale = 1;
- // handle case if texture exceeds max size
- if ( image.width > maxSize || image.height > maxSize ) {
- scale = maxSize / Math.max( image.width, image.height );
- }
- // only perform resize if necessary
- if ( scale < 1 || needsPowerOfTwo === true ) {
- // only perform resize for certain image types
- if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
- ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
- ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
- const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;
- const width = floor( scale * image.width );
- const height = floor( scale * image.height );
- if ( _canvas === undefined ) _canvas = createCanvas( width, height );
- // cube textures can't reuse the same canvas
- const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
- canvas.width = width;
- canvas.height = height;
- const context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, width, height );
- console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
- return canvas;
- } else {
- if ( 'data' in image ) {
- console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
- }
- return image;
- }
- }
- return image;
- }
- function isPowerOfTwo$1( image ) {
- return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height );
- }
- function textureNeedsPowerOfTwo( texture ) {
- if ( isWebGL2 ) return false;
- return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
- ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
- }
- function textureNeedsGenerateMipmaps( texture, supportsMips ) {
- return texture.generateMipmaps && supportsMips &&
- texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
- }
- function generateMipmap( target, texture, width, height, depth = 1 ) {
- _gl.generateMipmap( target );
- const textureProperties = properties.get( texture );
- textureProperties.__maxMipLevel = Math.log2( Math.max( width, height, depth ) );
- }
- function getInternalFormat( internalFormatName, glFormat, glType ) {
- if ( isWebGL2 === false ) return glFormat;
- if ( internalFormatName !== null ) {
- if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
- console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
- }
- let internalFormat = glFormat;
- if ( glFormat === 6403 ) {
- if ( glType === 5126 ) internalFormat = 33326;
- if ( glType === 5131 ) internalFormat = 33325;
- if ( glType === 5121 ) internalFormat = 33321;
- }
- if ( glFormat === 6407 ) {
- if ( glType === 5126 ) internalFormat = 34837;
- if ( glType === 5131 ) internalFormat = 34843;
- if ( glType === 5121 ) internalFormat = 32849;
- }
- if ( glFormat === 6408 ) {
- if ( glType === 5126 ) internalFormat = 34836;
- if ( glType === 5131 ) internalFormat = 34842;
- if ( glType === 5121 ) internalFormat = 32856;
- }
- if ( internalFormat === 33325 || internalFormat === 33326 ||
- internalFormat === 34842 || internalFormat === 34836 ) {
- extensions.get( 'EXT_color_buffer_float' );
- }
- return internalFormat;
- }
- // Fallback filters for non-power-of-2 textures
- function filterFallback( f ) {
- if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
- return 9728;
- }
- return 9729;
- }
- //
- function onTextureDispose( event ) {
- const texture = event.target;
- texture.removeEventListener( 'dispose', onTextureDispose );
- deallocateTexture( texture );
- if ( texture.isVideoTexture ) {
- _videoTextures.delete( texture );
- }
- info.memory.textures --;
- }
- function onRenderTargetDispose( event ) {
- const renderTarget = event.target;
- renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
- deallocateRenderTarget( renderTarget );
- }
- //
- function deallocateTexture( texture ) {
- const textureProperties = properties.get( texture );
- if ( textureProperties.__webglInit === undefined ) return;
- _gl.deleteTexture( textureProperties.__webglTexture );
- properties.remove( texture );
- }
- function deallocateRenderTarget( renderTarget ) {
- const texture = renderTarget.texture;
- const renderTargetProperties = properties.get( renderTarget );
- const textureProperties = properties.get( texture );
- if ( ! renderTarget ) return;
- if ( textureProperties.__webglTexture !== undefined ) {
- _gl.deleteTexture( textureProperties.__webglTexture );
- info.memory.textures --;
- }
- if ( renderTarget.depthTexture ) {
- renderTarget.depthTexture.dispose();
- }
- if ( renderTarget.isWebGLCubeRenderTarget ) {
- for ( let i = 0; i < 6; i ++ ) {
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
- if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
- }
- } else {
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
- if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
- if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
- if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
- if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
- }
- if ( renderTarget.isWebGLMultipleRenderTargets ) {
- for ( let i = 0, il = texture.length; i < il; i ++ ) {
- const attachmentProperties = properties.get( texture[ i ] );
- if ( attachmentProperties.__webglTexture ) {
- _gl.deleteTexture( attachmentProperties.__webglTexture );
- info.memory.textures --;
- }
- properties.remove( texture[ i ] );
- }
- }
- properties.remove( texture );
- properties.remove( renderTarget );
- }
- //
- let textureUnits = 0;
- function resetTextureUnits() {
- textureUnits = 0;
- }
- function allocateTextureUnit() {
- const textureUnit = textureUnits;
- if ( textureUnit >= maxTextures ) {
- console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
- }
- textureUnits += 1;
- return textureUnit;
- }
- //
- function setTexture2D( texture, slot ) {
- const textureProperties = properties.get( texture );
- if ( texture.isVideoTexture ) updateVideoTexture( texture );
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- const image = texture.image;
- if ( image === undefined ) {
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
- } else if ( image.complete === false ) {
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
- } else {
- uploadTexture( textureProperties, texture, slot );
- return;
- }
- }
- state.activeTexture( 33984 + slot );
- state.bindTexture( 3553, textureProperties.__webglTexture );
- }
- function setTexture2DArray( texture, slot ) {
- const textureProperties = properties.get( texture );
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- uploadTexture( textureProperties, texture, slot );
- return;
- }
- state.activeTexture( 33984 + slot );
- state.bindTexture( 35866, textureProperties.__webglTexture );
- }
- function setTexture3D( texture, slot ) {
- const textureProperties = properties.get( texture );
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- uploadTexture( textureProperties, texture, slot );
- return;
- }
- state.activeTexture( 33984 + slot );
- state.bindTexture( 32879, textureProperties.__webglTexture );
- }
- function setTextureCube( texture, slot ) {
- const textureProperties = properties.get( texture );
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- uploadCubeTexture( textureProperties, texture, slot );
- return;
- }
- state.activeTexture( 33984 + slot );
- state.bindTexture( 34067, textureProperties.__webglTexture );
- }
- const wrappingToGL = {
- [ RepeatWrapping ]: 10497,
- [ ClampToEdgeWrapping ]: 33071,
- [ MirroredRepeatWrapping ]: 33648
- };
- const filterToGL = {
- [ NearestFilter ]: 9728,
- [ NearestMipmapNearestFilter ]: 9984,
- [ NearestMipmapLinearFilter ]: 9986,
- [ LinearFilter ]: 9729,
- [ LinearMipmapNearestFilter ]: 9985,
- [ LinearMipmapLinearFilter ]: 9987
- };
- function setTextureParameters( textureType, texture, supportsMips ) {
- if ( supportsMips ) {
- _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
- _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
- if ( textureType === 32879 || textureType === 35866 ) {
- _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
- }
- _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
- _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
- } else {
- _gl.texParameteri( textureType, 10242, 33071 );
- _gl.texParameteri( textureType, 10243, 33071 );
- if ( textureType === 32879 || textureType === 35866 ) {
- _gl.texParameteri( textureType, 32882, 33071 );
- }
- if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
- }
- _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
- if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
- }
- }
- if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
- const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
- if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only
- if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
- _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
- properties.get( texture ).__currentAnisotropy = texture.anisotropy;
- }
- }
- }
- function initTexture( textureProperties, texture ) {
- if ( textureProperties.__webglInit === undefined ) {
- textureProperties.__webglInit = true;
- texture.addEventListener( 'dispose', onTextureDispose );
- textureProperties.__webglTexture = _gl.createTexture();
- info.memory.textures ++;
- }
- }
- function uploadTexture( textureProperties, texture, slot ) {
- let textureType = 3553;
- if ( texture.isDataTexture2DArray ) textureType = 35866;
- if ( texture.isDataTexture3D ) textureType = 32879;
- initTexture( textureProperties, texture );
- state.activeTexture( 33984 + slot );
- state.bindTexture( textureType, textureProperties.__webglTexture );
- _gl.pixelStorei( 37440, texture.flipY );
- _gl.pixelStorei( 37441, texture.premultiplyAlpha );
- _gl.pixelStorei( 3317, texture.unpackAlignment );
- _gl.pixelStorei( 37443, 0 );
- const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
- const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
- const supportsMips = isPowerOfTwo$1( image ) || isWebGL2,
- glFormat = utils.convert( texture.format );
- let glType = utils.convert( texture.type ),
- glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
- setTextureParameters( textureType, texture, supportsMips );
- let mipmap;
- const mipmaps = texture.mipmaps;
- if ( texture.isDepthTexture ) {
- // populate depth texture with dummy data
- glInternalFormat = 6402;
- if ( isWebGL2 ) {
- if ( texture.type === FloatType ) {
- glInternalFormat = 36012;
- } else if ( texture.type === UnsignedIntType ) {
- glInternalFormat = 33190;
- } else if ( texture.type === UnsignedInt248Type ) {
- glInternalFormat = 35056;
- } else {
- glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
- }
- } else {
- if ( texture.type === FloatType ) {
- console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
- }
- }
- // validation checks for WebGL 1
- if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
- // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
- // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
- console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
- texture.type = UnsignedShortType;
- glType = utils.convert( texture.type );
- }
- }
- if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
- // Depth stencil textures need the DEPTH_STENCIL internal format
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- glInternalFormat = 34041;
- // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
- // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.type !== UnsignedInt248Type ) {
- console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
- texture.type = UnsignedInt248Type;
- glType = utils.convert( texture.type );
- }
- }
- //
- state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
- } else if ( texture.isDataTexture ) {
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && supportsMips ) {
- for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- texture.generateMipmaps = false;
- textureProperties.__maxMipLevel = mipmaps.length - 1;
- } else {
- state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
- textureProperties.__maxMipLevel = 0;
- }
- } else if ( texture.isCompressedTexture ) {
- for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
- if ( glFormat !== null ) {
- state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- } else {
- console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
- }
- } else {
- state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- }
- textureProperties.__maxMipLevel = mipmaps.length - 1;
- } else if ( texture.isDataTexture2DArray ) {
- state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
- textureProperties.__maxMipLevel = 0;
- } else if ( texture.isDataTexture3D ) {
- state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
- textureProperties.__maxMipLevel = 0;
- } else {
- // regular Texture (image, video, canvas)
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && supportsMips ) {
- for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
- }
- texture.generateMipmaps = false;
- textureProperties.__maxMipLevel = mipmaps.length - 1;
- } else {
- state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
- textureProperties.__maxMipLevel = 0;
- }
- }
- if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
- generateMipmap( textureType, texture, image.width, image.height );
- }
- textureProperties.__version = texture.version;
- if ( texture.onUpdate ) texture.onUpdate( texture );
- }
- function uploadCubeTexture( textureProperties, texture, slot ) {
- if ( texture.image.length !== 6 ) return;
- initTexture( textureProperties, texture );
- state.activeTexture( 33984 + slot );
- state.bindTexture( 34067, textureProperties.__webglTexture );
- _gl.pixelStorei( 37440, texture.flipY );
- _gl.pixelStorei( 37441, texture.premultiplyAlpha );
- _gl.pixelStorei( 3317, texture.unpackAlignment );
- _gl.pixelStorei( 37443, 0 );
- const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
- const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
- const cubeImage = [];
- for ( let i = 0; i < 6; i ++ ) {
- if ( ! isCompressed && ! isDataTexture ) {
- cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
- } else {
- cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
- }
- }
- const image = cubeImage[ 0 ],
- supportsMips = isPowerOfTwo$1( image ) || isWebGL2,
- glFormat = utils.convert( texture.format ),
- glType = utils.convert( texture.type ),
- glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
- setTextureParameters( 34067, texture, supportsMips );
- let mipmaps;
- if ( isCompressed ) {
- for ( let i = 0; i < 6; i ++ ) {
- mipmaps = cubeImage[ i ].mipmaps;
- for ( let j = 0; j < mipmaps.length; j ++ ) {
- const mipmap = mipmaps[ j ];
- if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
- if ( glFormat !== null ) {
- state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- } else {
- console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
- }
- } else {
- state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- }
- }
- textureProperties.__maxMipLevel = mipmaps.length - 1;
- } else {
- mipmaps = texture.mipmaps;
- for ( let i = 0; i < 6; i ++ ) {
- if ( isDataTexture ) {
- state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
- for ( let j = 0; j < mipmaps.length; j ++ ) {
- const mipmap = mipmaps[ j ];
- const mipmapImage = mipmap.image[ i ].image;
- state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
- }
- } else {
- state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
- for ( let j = 0; j < mipmaps.length; j ++ ) {
- const mipmap = mipmaps[ j ];
- state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
- }
- }
- }
- textureProperties.__maxMipLevel = mipmaps.length;
- }
- if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
- // We assume images for cube map have the same size.
- generateMipmap( 34067, texture, image.width, image.height );
- }
- textureProperties.__version = texture.version;
- if ( texture.onUpdate ) texture.onUpdate( texture );
- }
- // Render targets
- // Setup storage for target texture and bind it to correct framebuffer
- function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) {
- const glFormat = utils.convert( texture.format );
- const glType = utils.convert( texture.type );
- const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
- if ( textureTarget === 32879 || textureTarget === 35866 ) {
- state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );
- } else {
- state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- }
- state.bindFramebuffer( 36160, framebuffer );
- _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );
- state.bindFramebuffer( 36160, null );
- }
- // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
- function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
- _gl.bindRenderbuffer( 36161, renderbuffer );
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- let glInternalFormat = 33189;
- if ( isMultisample ) {
- const depthTexture = renderTarget.depthTexture;
- if ( depthTexture && depthTexture.isDepthTexture ) {
- if ( depthTexture.type === FloatType ) {
- glInternalFormat = 36012;
- } else if ( depthTexture.type === UnsignedIntType ) {
- glInternalFormat = 33190;
- }
- }
- const samples = getRenderTargetSamples( renderTarget );
- _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
- } else {
- _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
- }
- _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- if ( isMultisample ) {
- const samples = getRenderTargetSamples( renderTarget );
- _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
- } else {
- _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
- }
- _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
- } else {
- // Use the first texture for MRT so far
- const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[ 0 ] : renderTarget.texture;
- const glFormat = utils.convert( texture.format );
- const glType = utils.convert( texture.type );
- const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
- if ( isMultisample ) {
- const samples = getRenderTargetSamples( renderTarget );
- _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
- } else {
- _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
- }
- }
- _gl.bindRenderbuffer( 36161, null );
- }
- // Setup resources for a Depth Texture for a FBO (needs an extension)
- function setupDepthTexture( framebuffer, renderTarget ) {
- const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
- if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
- state.bindFramebuffer( 36160, framebuffer );
- if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
- throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
- }
- // upload an empty depth texture with framebuffer size
- if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
- renderTarget.depthTexture.image.width !== renderTarget.width ||
- renderTarget.depthTexture.image.height !== renderTarget.height ) {
- renderTarget.depthTexture.image.width = renderTarget.width;
- renderTarget.depthTexture.image.height = renderTarget.height;
- renderTarget.depthTexture.needsUpdate = true;
- }
- setTexture2D( renderTarget.depthTexture, 0 );
- const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
- if ( renderTarget.depthTexture.format === DepthFormat ) {
- _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
- _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
- } else {
- throw new Error( 'Unknown depthTexture format' );
- }
- }
- // Setup GL resources for a non-texture depth buffer
- function setupDepthRenderbuffer( renderTarget ) {
- const renderTargetProperties = properties.get( renderTarget );
- const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
- if ( renderTarget.depthTexture ) {
- if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
- setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
- } else {
- if ( isCube ) {
- renderTargetProperties.__webglDepthbuffer = [];
- for ( let i = 0; i < 6; i ++ ) {
- state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
- renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
- setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
- }
- } else {
- state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
- renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
- setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
- }
- }
- state.bindFramebuffer( 36160, null );
- }
- // Set up GL resources for the render target
- function setupRenderTarget( renderTarget ) {
- const texture = renderTarget.texture;
- const renderTargetProperties = properties.get( renderTarget );
- const textureProperties = properties.get( texture );
- renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
- if ( renderTarget.isWebGLMultipleRenderTargets !== true ) {
- textureProperties.__webglTexture = _gl.createTexture();
- textureProperties.__version = texture.version;
- info.memory.textures ++;
- }
- const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
- const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );
- const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
- const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
- const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;
- // Handles WebGL2 RGBFormat fallback - #18858
- if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {
- texture.format = RGBAFormat;
- console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
- }
- // Setup framebuffer
- if ( isCube ) {
- renderTargetProperties.__webglFramebuffer = [];
- for ( let i = 0; i < 6; i ++ ) {
- renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- }
- } else {
- renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
- if ( isMultipleRenderTargets ) {
- if ( capabilities.drawBuffers ) {
- const textures = renderTarget.texture;
- for ( let i = 0, il = textures.length; i < il; i ++ ) {
- const attachmentProperties = properties.get( textures[ i ] );
- if ( attachmentProperties.__webglTexture === undefined ) {
- attachmentProperties.__webglTexture = _gl.createTexture();
- info.memory.textures ++;
- }
- }
- } else {
- console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );
- }
- } else if ( isMultisample ) {
- if ( isWebGL2 ) {
- renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
- renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
- _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
- const glFormat = utils.convert( texture.format );
- const glType = utils.convert( texture.type );
- const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
- const samples = getRenderTargetSamples( renderTarget );
- _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
- state.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
- _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
- _gl.bindRenderbuffer( 36161, null );
- if ( renderTarget.depthBuffer ) {
- renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
- setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
- }
- state.bindFramebuffer( 36160, null );
- } else {
- console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
- }
- }
- }
- // Setup color buffer
- if ( isCube ) {
- state.bindTexture( 34067, textureProperties.__webglTexture );
- setTextureParameters( 34067, texture, supportsMips );
- for ( let i = 0; i < 6; i ++ ) {
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, 36064, 34069 + i );
- }
- if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
- generateMipmap( 34067, texture, renderTarget.width, renderTarget.height );
- }
- state.bindTexture( 34067, null );
- } else if ( isMultipleRenderTargets ) {
- const textures = renderTarget.texture;
- for ( let i = 0, il = textures.length; i < il; i ++ ) {
- const attachment = textures[ i ];
- const attachmentProperties = properties.get( attachment );
- state.bindTexture( 3553, attachmentProperties.__webglTexture );
- setTextureParameters( 3553, attachment, supportsMips );
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, 36064 + i, 3553 );
- if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {
- generateMipmap( 3553, attachment, renderTarget.width, renderTarget.height );
- }
- }
- state.bindTexture( 3553, null );
- } else {
- let glTextureType = 3553;
- if ( isRenderTarget3D ) {
- // Render targets containing layers, i.e: Texture 3D and 2d arrays
- if ( isWebGL2 ) {
- const isTexture3D = texture.isDataTexture3D;
- glTextureType = isTexture3D ? 32879 : 35866;
- } else {
- console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );
- }
- }
- state.bindTexture( glTextureType, textureProperties.__webglTexture );
- setTextureParameters( glTextureType, texture, supportsMips );
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType );
- if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
- generateMipmap( glTextureType, texture, renderTarget.width, renderTarget.height, renderTarget.depth );
- }
- state.bindTexture( glTextureType, null );
- }
- // Setup depth and stencil buffers
- if ( renderTarget.depthBuffer ) {
- setupDepthRenderbuffer( renderTarget );
- }
- }
- function updateRenderTargetMipmap( renderTarget ) {
- const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;
- const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];
- for ( let i = 0, il = textures.length; i < il; i ++ ) {
- const texture = textures[ i ];
- if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
- const target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
- const webglTexture = properties.get( texture ).__webglTexture;
- state.bindTexture( target, webglTexture );
- generateMipmap( target, texture, renderTarget.width, renderTarget.height );
- state.bindTexture( target, null );
- }
- }
- }
- function updateMultisampleRenderTarget( renderTarget ) {
- if ( renderTarget.isWebGLMultisampleRenderTarget ) {
- if ( isWebGL2 ) {
- const width = renderTarget.width;
- const height = renderTarget.height;
- let mask = 16384;
- if ( renderTarget.depthBuffer ) mask |= 256;
- if ( renderTarget.stencilBuffer ) mask |= 1024;
- const renderTargetProperties = properties.get( renderTarget );
- state.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
- state.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
- _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
- state.bindFramebuffer( 36008, null );
- state.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer );
- } else {
- console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
- }
- }
- }
- function getRenderTargetSamples( renderTarget ) {
- return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
- Math.min( maxSamples, renderTarget.samples ) : 0;
- }
- function updateVideoTexture( texture ) {
- const frame = info.render.frame;
- // Check the last frame we updated the VideoTexture
- if ( _videoTextures.get( texture ) !== frame ) {
- _videoTextures.set( texture, frame );
- texture.update();
- }
- }
- // backwards compatibility
- let warnedTexture2D = false;
- let warnedTextureCube = false;
- function safeSetTexture2D( texture, slot ) {
- if ( texture && texture.isWebGLRenderTarget ) {
- if ( warnedTexture2D === false ) {
- console.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.' );
- warnedTexture2D = true;
- }
- texture = texture.texture;
- }
- setTexture2D( texture, slot );
- }
- function safeSetTextureCube( texture, slot ) {
- if ( texture && texture.isWebGLCubeRenderTarget ) {
- if ( warnedTextureCube === false ) {
- console.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.' );
- warnedTextureCube = true;
- }
- texture = texture.texture;
- }
- setTextureCube( texture, slot );
- }
- //
- this.allocateTextureUnit = allocateTextureUnit;
- this.resetTextureUnits = resetTextureUnits;
- this.setTexture2D = setTexture2D;
- this.setTexture2DArray = setTexture2DArray;
- this.setTexture3D = setTexture3D;
- this.setTextureCube = setTextureCube;
- this.setupRenderTarget = setupRenderTarget;
- this.updateRenderTargetMipmap = updateRenderTargetMipmap;
- this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
- this.safeSetTexture2D = safeSetTexture2D;
- this.safeSetTextureCube = safeSetTextureCube;
- }
- function WebGLUtils( gl, extensions, capabilities ) {
- const isWebGL2 = capabilities.isWebGL2;
- function convert( p ) {
- let extension;
- if ( p === UnsignedByteType ) return 5121;
- if ( p === UnsignedShort4444Type ) return 32819;
- if ( p === UnsignedShort5551Type ) return 32820;
- if ( p === UnsignedShort565Type ) return 33635;
- if ( p === ByteType ) return 5120;
- if ( p === ShortType ) return 5122;
- if ( p === UnsignedShortType ) return 5123;
- if ( p === IntType ) return 5124;
- if ( p === UnsignedIntType ) return 5125;
- if ( p === FloatType ) return 5126;
- if ( p === HalfFloatType ) {
- if ( isWebGL2 ) return 5131;
- extension = extensions.get( 'OES_texture_half_float' );
- if ( extension !== null ) {
- return extension.HALF_FLOAT_OES;
- } else {
- return null;
- }
- }
- if ( p === AlphaFormat ) return 6406;
- if ( p === RGBFormat ) return 6407;
- if ( p === RGBAFormat ) return 6408;
- if ( p === LuminanceFormat ) return 6409;
- if ( p === LuminanceAlphaFormat ) return 6410;
- if ( p === DepthFormat ) return 6402;
- if ( p === DepthStencilFormat ) return 34041;
- if ( p === RedFormat ) return 6403;
- // WebGL2 formats.
- if ( p === RedIntegerFormat ) return 36244;
- if ( p === RGFormat ) return 33319;
- if ( p === RGIntegerFormat ) return 33320;
- if ( p === RGBIntegerFormat ) return 36248;
- if ( p === RGBAIntegerFormat ) return 36249;
- if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
- p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
- if ( extension !== null ) {
- if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
- if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
- } else {
- return null;
- }
- }
- if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
- p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- if ( extension !== null ) {
- if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
- if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
- if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
- if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
- } else {
- return null;
- }
- }
- if ( p === RGB_ETC1_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
- if ( extension !== null ) {
- return extension.COMPRESSED_RGB_ETC1_WEBGL;
- } else {
- return null;
- }
- }
- if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_etc' );
- if ( extension !== null ) {
- if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;
- if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;
- }
- }
- if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
- p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
- p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
- p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
- p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
- p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
- p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
- p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
- p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
- p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_astc' );
- if ( extension !== null ) {
- // TODO Complete?
- return p;
- } else {
- return null;
- }
- }
- if ( p === RGBA_BPTC_Format ) {
- extension = extensions.get( 'EXT_texture_compression_bptc' );
- if ( extension !== null ) {
- // TODO Complete?
- return p;
- } else {
- return null;
- }
- }
- if ( p === UnsignedInt248Type ) {
- if ( isWebGL2 ) return 34042;
- extension = extensions.get( 'WEBGL_depth_texture' );
- if ( extension !== null ) {
- return extension.UNSIGNED_INT_24_8_WEBGL;
- } else {
- return null;
- }
- }
- }
- return { convert: convert };
- }
- class ArrayCamera extends PerspectiveCamera {
- constructor( array = [] ) {
- super();
- this.cameras = array;
- }
- }
- ArrayCamera.prototype.isArrayCamera = true;
- class Group$1 extends Object3D {
- constructor() {
- super();
- this.type = 'Group';
- }
- }
- Group$1.prototype.isGroup = true;
- const _moveEvent = { type: 'move' };
- class WebXRController {
- constructor() {
- this._targetRay = null;
- this._grip = null;
- this._hand = null;
- }
- getHandSpace() {
- if ( this._hand === null ) {
- this._hand = new Group$1();
- this._hand.matrixAutoUpdate = false;
- this._hand.visible = false;
- this._hand.joints = {};
- this._hand.inputState = { pinching: false };
- }
- return this._hand;
- }
- getTargetRaySpace() {
- if ( this._targetRay === null ) {
- this._targetRay = new Group$1();
- this._targetRay.matrixAutoUpdate = false;
- this._targetRay.visible = false;
- this._targetRay.hasLinearVelocity = false;
- this._targetRay.linearVelocity = new Vector3();
- this._targetRay.hasAngularVelocity = false;
- this._targetRay.angularVelocity = new Vector3();
- }
- return this._targetRay;
- }
- getGripSpace() {
- if ( this._grip === null ) {
- this._grip = new Group$1();
- this._grip.matrixAutoUpdate = false;
- this._grip.visible = false;
- this._grip.hasLinearVelocity = false;
- this._grip.linearVelocity = new Vector3();
- this._grip.hasAngularVelocity = false;
- this._grip.angularVelocity = new Vector3();
- }
- return this._grip;
- }
- dispatchEvent( event ) {
- if ( this._targetRay !== null ) {
- this._targetRay.dispatchEvent( event );
- }
- if ( this._grip !== null ) {
- this._grip.dispatchEvent( event );
- }
- if ( this._hand !== null ) {
- this._hand.dispatchEvent( event );
- }
- return this;
- }
- disconnect( inputSource ) {
- this.dispatchEvent( { type: 'disconnected', data: inputSource } );
- if ( this._targetRay !== null ) {
- this._targetRay.visible = false;
- }
- if ( this._grip !== null ) {
- this._grip.visible = false;
- }
- if ( this._hand !== null ) {
- this._hand.visible = false;
- }
- return this;
- }
- update( inputSource, frame, referenceSpace ) {
- let inputPose = null;
- let gripPose = null;
- let handPose = null;
- const targetRay = this._targetRay;
- const grip = this._grip;
- const hand = this._hand;
- if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
- if ( targetRay !== null ) {
- inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
- if ( inputPose !== null ) {
- targetRay.matrix.fromArray( inputPose.transform.matrix );
- targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
- if ( inputPose.linearVelocity ) {
- targetRay.hasLinearVelocity = true;
- targetRay.linearVelocity.copy( inputPose.linearVelocity );
- } else {
- targetRay.hasLinearVelocity = false;
- }
- if ( inputPose.angularVelocity ) {
- targetRay.hasAngularVelocity = true;
- targetRay.angularVelocity.copy( inputPose.angularVelocity );
- } else {
- targetRay.hasAngularVelocity = false;
- }
- this.dispatchEvent( _moveEvent );
- }
- }
- if ( hand && inputSource.hand ) {
- handPose = true;
- for ( const inputjoint of inputSource.hand.values() ) {
- // Update the joints groups with the XRJoint poses
- const jointPose = frame.getJointPose( inputjoint, referenceSpace );
- if ( hand.joints[ inputjoint.jointName ] === undefined ) {
- // The transform of this joint will be updated with the joint pose on each frame
- const joint = new Group$1();
- joint.matrixAutoUpdate = false;
- joint.visible = false;
- hand.joints[ inputjoint.jointName ] = joint;
- // ??
- hand.add( joint );
- }
- const joint = hand.joints[ inputjoint.jointName ];
- if ( jointPose !== null ) {
- joint.matrix.fromArray( jointPose.transform.matrix );
- joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
- joint.jointRadius = jointPose.radius;
- }
- joint.visible = jointPose !== null;
- }
- // Custom events
- // Check pinchz
- const indexTip = hand.joints[ 'index-finger-tip' ];
- const thumbTip = hand.joints[ 'thumb-tip' ];
- const distance = indexTip.position.distanceTo( thumbTip.position );
- const distanceToPinch = 0.02;
- const threshold = 0.005;
- if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
- hand.inputState.pinching = false;
- this.dispatchEvent( {
- type: 'pinchend',
- handedness: inputSource.handedness,
- target: this
- } );
- } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
- hand.inputState.pinching = true;
- this.dispatchEvent( {
- type: 'pinchstart',
- handedness: inputSource.handedness,
- target: this
- } );
- }
- } else {
- if ( grip !== null && inputSource.gripSpace ) {
- gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
- if ( gripPose !== null ) {
- grip.matrix.fromArray( gripPose.transform.matrix );
- grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
- if ( gripPose.linearVelocity ) {
- grip.hasLinearVelocity = true;
- grip.linearVelocity.copy( gripPose.linearVelocity );
- } else {
- grip.hasLinearVelocity = false;
- }
- if ( gripPose.angularVelocity ) {
- grip.hasAngularVelocity = true;
- grip.angularVelocity.copy( gripPose.angularVelocity );
- } else {
- grip.hasAngularVelocity = false;
- }
- }
- }
- }
- }
- if ( targetRay !== null ) {
- targetRay.visible = ( inputPose !== null );
- }
- if ( grip !== null ) {
- grip.visible = ( gripPose !== null );
- }
- if ( hand !== null ) {
- hand.visible = ( handPose !== null );
- }
- return this;
- }
- }
- class WebXRManager extends EventDispatcher {
- constructor( renderer, gl ) {
- super();
- const scope = this;
- const state = renderer.state;
- let session = null;
- let framebufferScaleFactor = 1.0;
- let referenceSpace = null;
- let referenceSpaceType = 'local-floor';
- let pose = null;
- let glBinding = null;
- let glFramebuffer = null;
- let glProjLayer = null;
- const controllers = [];
- const inputSourcesMap = new Map();
- //
- const cameraL = new PerspectiveCamera();
- cameraL.layers.enable( 1 );
- cameraL.viewport = new Vector4();
- const cameraR = new PerspectiveCamera();
- cameraR.layers.enable( 2 );
- cameraR.viewport = new Vector4();
- const cameras = [ cameraL, cameraR ];
- const cameraVR = new ArrayCamera();
- cameraVR.layers.enable( 1 );
- cameraVR.layers.enable( 2 );
- let _currentDepthNear = null;
- let _currentDepthFar = null;
- //
- this.cameraAutoUpdate = true;
- this.enabled = false;
- this.isPresenting = false;
- this.getController = function ( index ) {
- let controller = controllers[ index ];
- if ( controller === undefined ) {
- controller = new WebXRController();
- controllers[ index ] = controller;
- }
- return controller.getTargetRaySpace();
- };
- this.getControllerGrip = function ( index ) {
- let controller = controllers[ index ];
- if ( controller === undefined ) {
- controller = new WebXRController();
- controllers[ index ] = controller;
- }
- return controller.getGripSpace();
- };
- this.getHand = function ( index ) {
- let controller = controllers[ index ];
- if ( controller === undefined ) {
- controller = new WebXRController();
- controllers[ index ] = controller;
- }
- return controller.getHandSpace();
- };
- //
- function onSessionEvent( event ) {
- const controller = inputSourcesMap.get( event.inputSource );
- if ( controller ) {
- controller.dispatchEvent( { type: event.type, data: event.inputSource } );
- }
- }
- function onSessionEnd() {
- inputSourcesMap.forEach( function ( controller, inputSource ) {
- controller.disconnect( inputSource );
- } );
- inputSourcesMap.clear();
- _currentDepthNear = null;
- _currentDepthFar = null;
- // restore framebuffer/rendering state
- state.bindXRFramebuffer( null );
- renderer.setRenderTarget( renderer.getRenderTarget() );
- //
- animation.stop();
- scope.isPresenting = false;
- scope.dispatchEvent( { type: 'sessionend' } );
- }
- this.setFramebufferScaleFactor = function ( value ) {
- framebufferScaleFactor = value;
- if ( scope.isPresenting === true ) {
- console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
- }
- };
- this.setReferenceSpaceType = function ( value ) {
- referenceSpaceType = value;
- if ( scope.isPresenting === true ) {
- console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
- }
- };
- this.getReferenceSpace = function () {
- return referenceSpace;
- };
- this.getSession = function () {
- return session;
- };
- this.setSession = async function ( value ) {
- session = value;
- if ( session !== null ) {
- session.addEventListener( 'select', onSessionEvent );
- session.addEventListener( 'selectstart', onSessionEvent );
- session.addEventListener( 'selectend', onSessionEvent );
- session.addEventListener( 'squeeze', onSessionEvent );
- session.addEventListener( 'squeezestart', onSessionEvent );
- session.addEventListener( 'squeezeend', onSessionEvent );
- session.addEventListener( 'end', onSessionEnd );
- session.addEventListener( 'inputsourceschange', onInputSourcesChange );
- const attributes = gl.getContextAttributes();
- if ( attributes.xrCompatible !== true ) {
- await gl.makeXRCompatible();
- }
- if ( session.renderState.layers === undefined ) {
- const layerInit = {
- antialias: attributes.antialias,
- alpha: attributes.alpha,
- depth: attributes.depth,
- stencil: attributes.stencil,
- framebufferScaleFactor: framebufferScaleFactor
- };
- // eslint-disable-next-line no-undef
- const baseLayer = new XRWebGLLayer( session, gl, layerInit );
- session.updateRenderState( { baseLayer: baseLayer } );
- } else {
- let depthFormat = 0;
- if ( attributes.depth ) {
- depthFormat = attributes.stencil ? 34041 : 6402;
- }
- const projectionlayerInit = {
- colorFormat: attributes.alpha ? 6408 : 6407,
- depthFormat: depthFormat,
- scaleFactor: framebufferScaleFactor
- };
- // eslint-disable-next-line no-undef
- glBinding = new XRWebGLBinding( session, gl );
- glProjLayer = glBinding.createProjectionLayer( projectionlayerInit );
- glFramebuffer = gl.createFramebuffer();
- session.updateRenderState( { layers: [ glProjLayer ] } );
- }
- referenceSpace = await session.requestReferenceSpace( referenceSpaceType );
- animation.setContext( session );
- animation.start();
- scope.isPresenting = true;
- scope.dispatchEvent( { type: 'sessionstart' } );
- }
- };
- function onInputSourcesChange( event ) {
- const inputSources = session.inputSources;
- // Assign inputSources to available controllers
- for ( let i = 0; i < controllers.length; i ++ ) {
- inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
- }
- // Notify disconnected
- for ( let i = 0; i < event.removed.length; i ++ ) {
- const inputSource = event.removed[ i ];
- const controller = inputSourcesMap.get( inputSource );
- if ( controller ) {
- controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
- inputSourcesMap.delete( inputSource );
- }
- }
- // Notify connected
- for ( let i = 0; i < event.added.length; i ++ ) {
- const inputSource = event.added[ i ];
- const controller = inputSourcesMap.get( inputSource );
- if ( controller ) {
- controller.dispatchEvent( { type: 'connected', data: inputSource } );
- }
- }
- }
- //
- const cameraLPos = new Vector3();
- const cameraRPos = new Vector3();
- /**
- * Assumes 2 cameras that are parallel and share an X-axis, and that
- * the cameras' projection and world matrices have already been set.
- * And that near and far planes are identical for both cameras.
- * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
- */
- function setProjectionFromUnion( camera, cameraL, cameraR ) {
- cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
- cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
- const ipd = cameraLPos.distanceTo( cameraRPos );
- const projL = cameraL.projectionMatrix.elements;
- const projR = cameraR.projectionMatrix.elements;
- // VR systems will have identical far and near planes, and
- // most likely identical top and bottom frustum extents.
- // Use the left camera for these values.
- const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
- const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
- const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
- const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
- const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
- const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
- const left = near * leftFov;
- const right = near * rightFov;
- // Calculate the new camera's position offset from the
- // left camera. xOffset should be roughly half `ipd`.
- const zOffset = ipd / ( - leftFov + rightFov );
- const xOffset = zOffset * - leftFov;
- // TODO: Better way to apply this offset?
- cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
- camera.translateX( xOffset );
- camera.translateZ( zOffset );
- camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
- camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
- // Find the union of the frustum values of the cameras and scale
- // the values so that the near plane's position does not change in world space,
- // although must now be relative to the new union camera.
- const near2 = near + zOffset;
- const far2 = far + zOffset;
- const left2 = left - xOffset;
- const right2 = right + ( ipd - xOffset );
- const top2 = topFov * far / far2 * near2;
- const bottom2 = bottomFov * far / far2 * near2;
- camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
- }
- function updateCamera( camera, parent ) {
- if ( parent === null ) {
- camera.matrixWorld.copy( camera.matrix );
- } else {
- camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
- }
- camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
- }
- this.updateCamera = function ( camera ) {
- if ( session === null ) return;
- cameraVR.near = cameraR.near = cameraL.near = camera.near;
- cameraVR.far = cameraR.far = cameraL.far = camera.far;
- if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
- // Note that the new renderState won't apply until the next frame. See #18320
- session.updateRenderState( {
- depthNear: cameraVR.near,
- depthFar: cameraVR.far
- } );
- _currentDepthNear = cameraVR.near;
- _currentDepthFar = cameraVR.far;
- }
- const parent = camera.parent;
- const cameras = cameraVR.cameras;
- updateCamera( cameraVR, parent );
- for ( let i = 0; i < cameras.length; i ++ ) {
- updateCamera( cameras[ i ], parent );
- }
- cameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale );
- // update user camera and its children
- camera.position.copy( cameraVR.position );
- camera.quaternion.copy( cameraVR.quaternion );
- camera.scale.copy( cameraVR.scale );
- camera.matrix.copy( cameraVR.matrix );
- camera.matrixWorld.copy( cameraVR.matrixWorld );
- const children = camera.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].updateMatrixWorld( true );
- }
- // update projection matrix for proper view frustum culling
- if ( cameras.length === 2 ) {
- setProjectionFromUnion( cameraVR, cameraL, cameraR );
- } else {
- // assume single camera setup (AR)
- cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
- }
- };
- this.getCamera = function () {
- return cameraVR;
- };
- // Animation Loop
- let onAnimationFrameCallback = null;
- function onAnimationFrame( time, frame ) {
- pose = frame.getViewerPose( referenceSpace );
- if ( pose !== null ) {
- const views = pose.views;
- const baseLayer = session.renderState.baseLayer;
- if ( session.renderState.layers === undefined ) {
- state.bindXRFramebuffer( baseLayer.framebuffer );
- }
- let cameraVRNeedsUpdate = false;
- // check if it's necessary to rebuild cameraVR's camera list
- if ( views.length !== cameraVR.cameras.length ) {
- cameraVR.cameras.length = 0;
- cameraVRNeedsUpdate = true;
- }
- for ( let i = 0; i < views.length; i ++ ) {
- const view = views[ i ];
- let viewport = null;
- if ( session.renderState.layers === undefined ) {
- viewport = baseLayer.getViewport( view );
- } else {
- const glSubImage = glBinding.getViewSubImage( glProjLayer, view );
- state.bindXRFramebuffer( glFramebuffer );
- gl.framebufferTexture2D( 36160, 36064, 3553, glSubImage.colorTexture, 0 );
- if ( glSubImage.depthStencilTexture !== undefined ) {
- gl.framebufferTexture2D( 36160, 36096, 3553, glSubImage.depthStencilTexture, 0 );
- }
- viewport = glSubImage.viewport;
- }
- const camera = cameras[ i ];
- camera.matrix.fromArray( view.transform.matrix );
- camera.projectionMatrix.fromArray( view.projectionMatrix );
- camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
- if ( i === 0 ) {
- cameraVR.matrix.copy( camera.matrix );
- }
- if ( cameraVRNeedsUpdate === true ) {
- cameraVR.cameras.push( camera );
- }
- }
- }
- //
- const inputSources = session.inputSources;
- for ( let i = 0; i < controllers.length; i ++ ) {
- const controller = controllers[ i ];
- const inputSource = inputSources[ i ];
- controller.update( inputSource, frame, referenceSpace );
- }
- if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );
- }
- const animation = new WebGLAnimation();
- animation.setAnimationLoop( onAnimationFrame );
- this.setAnimationLoop = function ( callback ) {
- onAnimationFrameCallback = callback;
- };
- this.dispose = function () {};
- }
- }
- function WebGLMaterials( properties ) {
- function refreshFogUniforms( uniforms, fog ) {
- uniforms.fogColor.value.copy( fog.color );
- if ( fog.isFog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog.isFogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- }
- function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {
- if ( material.isMeshBasicMaterial ) {
- refreshUniformsCommon( uniforms, material );
- } else if ( material.isMeshLambertMaterial ) {
- refreshUniformsCommon( uniforms, material );
- refreshUniformsLambert( uniforms, material );
- } else if ( material.isMeshToonMaterial ) {
- refreshUniformsCommon( uniforms, material );
- refreshUniformsToon( uniforms, material );
- } else if ( material.isMeshPhongMaterial ) {
- refreshUniformsCommon( uniforms, material );
- refreshUniformsPhong( uniforms, material );
- } else if ( material.isMeshStandardMaterial ) {
- refreshUniformsCommon( uniforms, material );
- if ( material.isMeshPhysicalMaterial ) {
- refreshUniformsPhysical( uniforms, material, transmissionRenderTarget );
- } else {
- refreshUniformsStandard( uniforms, material );
- }
- } else if ( material.isMeshMatcapMaterial ) {
- refreshUniformsCommon( uniforms, material );
- refreshUniformsMatcap( uniforms, material );
- } else if ( material.isMeshDepthMaterial ) {
- refreshUniformsCommon( uniforms, material );
- refreshUniformsDepth( uniforms, material );
- } else if ( material.isMeshDistanceMaterial ) {
- refreshUniformsCommon( uniforms, material );
- refreshUniformsDistance( uniforms, material );
- } else if ( material.isMeshNormalMaterial ) {
- refreshUniformsCommon( uniforms, material );
- refreshUniformsNormal( uniforms, material );
- } else if ( material.isLineBasicMaterial ) {
- refreshUniformsLine( uniforms, material );
- if ( material.isLineDashedMaterial ) {
- refreshUniformsDash( uniforms, material );
- }
- } else if ( material.isPointsMaterial ) {
- refreshUniformsPoints( uniforms, material, pixelRatio, height );
- } else if ( material.isSpriteMaterial ) {
- refreshUniformsSprites( uniforms, material );
- } else if ( material.isShadowMaterial ) {
- uniforms.color.value.copy( material.color );
- uniforms.opacity.value = material.opacity;
- } else if ( material.isShaderMaterial ) {
- material.uniformsNeedUpdate = false; // #15581
- }
- }
- function refreshUniformsCommon( uniforms, material ) {
- uniforms.opacity.value = material.opacity;
- if ( material.color ) {
- uniforms.diffuse.value.copy( material.color );
- }
- if ( material.emissive ) {
- uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
- }
- if ( material.map ) {
- uniforms.map.value = material.map;
- }
- if ( material.alphaMap ) {
- uniforms.alphaMap.value = material.alphaMap;
- }
- if ( material.specularMap ) {
- uniforms.specularMap.value = material.specularMap;
- }
- const envMap = properties.get( material ).envMap;
- if ( envMap ) {
- uniforms.envMap.value = envMap;
- uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
- const maxMipLevel = properties.get( envMap ).__maxMipLevel;
- if ( maxMipLevel !== undefined ) {
- uniforms.maxMipLevel.value = maxMipLevel;
- }
- }
- if ( material.lightMap ) {
- uniforms.lightMap.value = material.lightMap;
- uniforms.lightMapIntensity.value = material.lightMapIntensity;
- }
- if ( material.aoMap ) {
- uniforms.aoMap.value = material.aoMap;
- uniforms.aoMapIntensity.value = material.aoMapIntensity;
- }
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. displacementMap map
- // 4. normal map
- // 5. bump map
- // 6. roughnessMap map
- // 7. metalnessMap map
- // 8. alphaMap map
- // 9. emissiveMap map
- // 10. clearcoat map
- // 11. clearcoat normal map
- // 12. clearcoat roughnessMap map
- let uvScaleMap;
- if ( material.map ) {
- uvScaleMap = material.map;
- } else if ( material.specularMap ) {
- uvScaleMap = material.specularMap;
- } else if ( material.displacementMap ) {
- uvScaleMap = material.displacementMap;
- } else if ( material.normalMap ) {
- uvScaleMap = material.normalMap;
- } else if ( material.bumpMap ) {
- uvScaleMap = material.bumpMap;
- } else if ( material.roughnessMap ) {
- uvScaleMap = material.roughnessMap;
- } else if ( material.metalnessMap ) {
- uvScaleMap = material.metalnessMap;
- } else if ( material.alphaMap ) {
- uvScaleMap = material.alphaMap;
- } else if ( material.emissiveMap ) {
- uvScaleMap = material.emissiveMap;
- } else if ( material.clearcoatMap ) {
- uvScaleMap = material.clearcoatMap;
- } else if ( material.clearcoatNormalMap ) {
- uvScaleMap = material.clearcoatNormalMap;
- } else if ( material.clearcoatRoughnessMap ) {
- uvScaleMap = material.clearcoatRoughnessMap;
- }
- if ( uvScaleMap !== undefined ) {
- // backwards compatibility
- if ( uvScaleMap.isWebGLRenderTarget ) {
- uvScaleMap = uvScaleMap.texture;
- }
- if ( uvScaleMap.matrixAutoUpdate === true ) {
- uvScaleMap.updateMatrix();
- }
- uniforms.uvTransform.value.copy( uvScaleMap.matrix );
- }
- // uv repeat and offset setting priorities for uv2
- // 1. ao map
- // 2. light map
- let uv2ScaleMap;
- if ( material.aoMap ) {
- uv2ScaleMap = material.aoMap;
- } else if ( material.lightMap ) {
- uv2ScaleMap = material.lightMap;
- }
- if ( uv2ScaleMap !== undefined ) {
- // backwards compatibility
- if ( uv2ScaleMap.isWebGLRenderTarget ) {
- uv2ScaleMap = uv2ScaleMap.texture;
- }
- if ( uv2ScaleMap.matrixAutoUpdate === true ) {
- uv2ScaleMap.updateMatrix();
- }
- uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
- }
- }
- function refreshUniformsLine( uniforms, material ) {
- uniforms.diffuse.value.copy( material.color );
- uniforms.opacity.value = material.opacity;
- }
- function refreshUniformsDash( uniforms, material ) {
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
- }
- function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
- uniforms.diffuse.value.copy( material.color );
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size * pixelRatio;
- uniforms.scale.value = height * 0.5;
- if ( material.map ) {
- uniforms.map.value = material.map;
- }
- if ( material.alphaMap ) {
- uniforms.alphaMap.value = material.alphaMap;
- }
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. alpha map
- let uvScaleMap;
- if ( material.map ) {
- uvScaleMap = material.map;
- } else if ( material.alphaMap ) {
- uvScaleMap = material.alphaMap;
- }
- if ( uvScaleMap !== undefined ) {
- if ( uvScaleMap.matrixAutoUpdate === true ) {
- uvScaleMap.updateMatrix();
- }
- uniforms.uvTransform.value.copy( uvScaleMap.matrix );
- }
- }
- function refreshUniformsSprites( uniforms, material ) {
- uniforms.diffuse.value.copy( material.color );
- uniforms.opacity.value = material.opacity;
- uniforms.rotation.value = material.rotation;
- if ( material.map ) {
- uniforms.map.value = material.map;
- }
- if ( material.alphaMap ) {
- uniforms.alphaMap.value = material.alphaMap;
- }
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. alpha map
- let uvScaleMap;
- if ( material.map ) {
- uvScaleMap = material.map;
- } else if ( material.alphaMap ) {
- uvScaleMap = material.alphaMap;
- }
- if ( uvScaleMap !== undefined ) {
- if ( uvScaleMap.matrixAutoUpdate === true ) {
- uvScaleMap.updateMatrix();
- }
- uniforms.uvTransform.value.copy( uvScaleMap.matrix );
- }
- }
- function refreshUniformsLambert( uniforms, material ) {
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- }
- function refreshUniformsPhong( uniforms, material ) {
- uniforms.specular.value.copy( material.specular );
- uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsToon( uniforms, material ) {
- if ( material.gradientMap ) {
- uniforms.gradientMap.value = material.gradientMap;
- }
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsStandard( uniforms, material ) {
- uniforms.roughness.value = material.roughness;
- uniforms.metalness.value = material.metalness;
- if ( material.roughnessMap ) {
- uniforms.roughnessMap.value = material.roughnessMap;
- }
- if ( material.metalnessMap ) {
- uniforms.metalnessMap.value = material.metalnessMap;
- }
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- const envMap = properties.get( material ).envMap;
- if ( envMap ) {
- //uniforms.envMap.value = material.envMap; // part of uniforms common
- uniforms.envMapIntensity.value = material.envMapIntensity;
- }
- }
- function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {
- refreshUniformsStandard( uniforms, material );
- uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
- uniforms.clearcoat.value = material.clearcoat;
- uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
- if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
- if ( material.clearcoatMap ) {
- uniforms.clearcoatMap.value = material.clearcoatMap;
- }
- if ( material.clearcoatRoughnessMap ) {
- uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
- }
- if ( material.clearcoatNormalMap ) {
- uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
- uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
- if ( material.side === BackSide ) {
- uniforms.clearcoatNormalScale.value.negate();
- }
- }
- uniforms.transmission.value = material.transmission;
- if ( material.transmissionMap ) {
- uniforms.transmissionMap.value = material.transmissionMap;
- }
- if ( material.transmission > 0.0 ) {
- uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
- uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );
- }
- uniforms.thickness.value = material.thickness;
- if ( material.thicknessMap ) {
- uniforms.thicknessMap.value = material.thicknessMap;
- }
- uniforms.attenuationDistance.value = material.attenuationDistance;
- uniforms.attenuationColor.value.copy( material.attenuationColor );
- }
- function refreshUniformsMatcap( uniforms, material ) {
- if ( material.matcap ) {
- uniforms.matcap.value = material.matcap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsDepth( uniforms, material ) {
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsDistance( uniforms, material ) {
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- uniforms.referencePosition.value.copy( material.referencePosition );
- uniforms.nearDistance.value = material.nearDistance;
- uniforms.farDistance.value = material.farDistance;
- }
- function refreshUniformsNormal( uniforms, material ) {
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- return {
- refreshFogUniforms: refreshFogUniforms,
- refreshMaterialUniforms: refreshMaterialUniforms
- };
- }
- function createCanvasElement() {
- const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.style.display = 'block';
- return canvas;
- }
- function WebGLRenderer( parameters = {} ) {
- const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
- _context = parameters.context !== undefined ? parameters.context : null,
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
- let currentRenderList = null;
- let currentRenderState = null;
- // render() can be called from within a callback triggered by another render.
- // We track this so that the nested render call gets its list and state isolated from the parent render call.
- const renderListStack = [];
- const renderStateStack = [];
- // public properties
- this.domElement = _canvas;
- // Debug configuration container
- this.debug = {
- /**
- * Enables error checking and reporting when shader programs are being compiled
- * @type {boolean}
- */
- checkShaderErrors: true
- };
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- // user-defined clipping
- this.clippingPlanes = [];
- this.localClippingEnabled = false;
- // physically based shading
- this.gammaFactor = 2.0; // for backwards compatibility
- this.outputEncoding = LinearEncoding;
- // physical lights
- this.physicallyCorrectLights = false;
- // tone mapping
- this.toneMapping = NoToneMapping;
- this.toneMappingExposure = 1.0;
- // internal properties
- const _this = this;
- let _isContextLost = false;
- // internal state cache
- let _currentActiveCubeFace = 0;
- let _currentActiveMipmapLevel = 0;
- let _currentRenderTarget = null;
- let _currentMaterialId = - 1;
- let _currentCamera = null;
- const _currentViewport = new Vector4();
- const _currentScissor = new Vector4();
- let _currentScissorTest = null;
- //
- let _width = _canvas.width;
- let _height = _canvas.height;
- let _pixelRatio = 1;
- let _opaqueSort = null;
- let _transparentSort = null;
- const _viewport = new Vector4( 0, 0, _width, _height );
- const _scissor = new Vector4( 0, 0, _width, _height );
- let _scissorTest = false;
- //
- const _currentDrawBuffers = [];
- // frustum
- const _frustum = new Frustum();
- // clipping
- let _clippingEnabled = false;
- let _localClippingEnabled = false;
- // transmission
- let _transmissionRenderTarget = null;
- // camera matrices cache
- const _projScreenMatrix = new Matrix4();
- const _vector3 = new Vector3();
- const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
- function getTargetPixelRatio() {
- return _currentRenderTarget === null ? _pixelRatio : 1;
- }
- // initialize
- let _gl = _context;
- function getContext( contextNames, contextAttributes ) {
- for ( let i = 0; i < contextNames.length; i ++ ) {
- const contextName = contextNames[ i ];
- const context = _canvas.getContext( contextName, contextAttributes );
- if ( context !== null ) return context;
- }
- return null;
- }
- try {
- const contextAttributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer,
- powerPreference: _powerPreference,
- failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
- };
- // event listeners must be registered before WebGL context is created, see #12753
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
- _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
- if ( _gl === null ) {
- const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
- if ( _this.isWebGL1Renderer === true ) {
- contextNames.shift();
- }
- _gl = getContext( contextNames, contextAttributes );
- if ( _gl === null ) {
- if ( getContext( contextNames ) ) {
- throw new Error( 'Error creating WebGL context with your selected attributes.' );
- } else {
- throw new Error( 'Error creating WebGL context.' );
- }
- }
- }
- // Some experimental-webgl implementations do not have getShaderPrecisionFormat
- if ( _gl.getShaderPrecisionFormat === undefined ) {
- _gl.getShaderPrecisionFormat = function () {
- return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
- };
- }
- } catch ( error ) {
- console.error( 'THREE.WebGLRenderer: ' + error.message );
- throw error;
- }
- let extensions, capabilities, state, info;
- let properties, textures, cubemaps, attributes, geometries, objects;
- let programCache, materials, renderLists, renderStates, clipping, shadowMap;
- let background, morphtargets, bufferRenderer, indexedBufferRenderer;
- let utils, bindingStates;
- function initGLContext() {
- extensions = new WebGLExtensions( _gl );
- capabilities = new WebGLCapabilities( _gl, extensions, parameters );
- extensions.init( capabilities );
- utils = new WebGLUtils( _gl, extensions, capabilities );
- state = new WebGLState( _gl, extensions, capabilities );
- _currentDrawBuffers[ 0 ] = 1029;
- info = new WebGLInfo( _gl );
- properties = new WebGLProperties();
- textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
- cubemaps = new WebGLCubeMaps( _this );
- attributes = new WebGLAttributes( _gl, capabilities );
- bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
- geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
- objects = new WebGLObjects( _gl, geometries, attributes, info );
- morphtargets = new WebGLMorphtargets( _gl );
- clipping = new WebGLClipping( properties );
- programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
- materials = new WebGLMaterials( properties );
- renderLists = new WebGLRenderLists( properties );
- renderStates = new WebGLRenderStates( extensions, capabilities );
- background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
- shadowMap = new WebGLShadowMap( _this, objects, capabilities );
- bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
- indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
- info.programs = programCache.programs;
- _this.capabilities = capabilities;
- _this.extensions = extensions;
- _this.properties = properties;
- _this.renderLists = renderLists;
- _this.shadowMap = shadowMap;
- _this.state = state;
- _this.info = info;
- }
- initGLContext();
- // xr
- const xr = new WebXRManager( _this, _gl );
- this.xr = xr;
- // API
- this.getContext = function () {
- return _gl;
- };
- this.getContextAttributes = function () {
- return _gl.getContextAttributes();
- };
- this.forceContextLoss = function () {
- const extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.loseContext();
- };
- this.forceContextRestore = function () {
- const extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.restoreContext();
- };
- this.getPixelRatio = function () {
- return _pixelRatio;
- };
- this.setPixelRatio = function ( value ) {
- if ( value === undefined ) return;
- _pixelRatio = value;
- this.setSize( _width, _height, false );
- };
- this.getSize = function ( target ) {
- return target.set( _width, _height );
- };
- this.setSize = function ( width, height, updateStyle ) {
- if ( xr.isPresenting ) {
- console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
- return;
- }
- _width = width;
- _height = height;
- _canvas.width = Math.floor( width * _pixelRatio );
- _canvas.height = Math.floor( height * _pixelRatio );
- if ( updateStyle !== false ) {
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
- }
- this.setViewport( 0, 0, width, height );
- };
- this.getDrawingBufferSize = function ( target ) {
- return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
- };
- this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
- _width = width;
- _height = height;
- _pixelRatio = pixelRatio;
- _canvas.width = Math.floor( width * pixelRatio );
- _canvas.height = Math.floor( height * pixelRatio );
- this.setViewport( 0, 0, width, height );
- };
- this.getCurrentViewport = function ( target ) {
- return target.copy( _currentViewport );
- };
- this.getViewport = function ( target ) {
- return target.copy( _viewport );
- };
- this.setViewport = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _viewport.set( x.x, x.y, x.z, x.w );
- } else {
- _viewport.set( x, y, width, height );
- }
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
- };
- this.getScissor = function ( target ) {
- return target.copy( _scissor );
- };
- this.setScissor = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _scissor.set( x.x, x.y, x.z, x.w );
- } else {
- _scissor.set( x, y, width, height );
- }
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
- };
- this.getScissorTest = function () {
- return _scissorTest;
- };
- this.setScissorTest = function ( boolean ) {
- state.setScissorTest( _scissorTest = boolean );
- };
- this.setOpaqueSort = function ( method ) {
- _opaqueSort = method;
- };
- this.setTransparentSort = function ( method ) {
- _transparentSort = method;
- };
- // Clearing
- this.getClearColor = function ( target ) {
- return target.copy( background.getClearColor() );
- };
- this.setClearColor = function () {
- background.setClearColor.apply( background, arguments );
- };
- this.getClearAlpha = function () {
- return background.getClearAlpha();
- };
- this.setClearAlpha = function () {
- background.setClearAlpha.apply( background, arguments );
- };
- this.clear = function ( color, depth, stencil ) {
- let bits = 0;
- if ( color === undefined || color ) bits |= 16384;
- if ( depth === undefined || depth ) bits |= 256;
- if ( stencil === undefined || stencil ) bits |= 1024;
- _gl.clear( bits );
- };
- this.clearColor = function () {
- this.clear( true, false, false );
- };
- this.clearDepth = function () {
- this.clear( false, true, false );
- };
- this.clearStencil = function () {
- this.clear( false, false, true );
- };
- //
- this.dispose = function () {
- _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
- _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
- renderLists.dispose();
- renderStates.dispose();
- properties.dispose();
- cubemaps.dispose();
- objects.dispose();
- bindingStates.dispose();
- xr.dispose();
- xr.removeEventListener( 'sessionstart', onXRSessionStart );
- xr.removeEventListener( 'sessionend', onXRSessionEnd );
- if ( _transmissionRenderTarget ) {
- _transmissionRenderTarget.dispose();
- _transmissionRenderTarget = null;
- }
- animation.stop();
- };
- // Events
- function onContextLost( event ) {
- event.preventDefault();
- console.log( 'THREE.WebGLRenderer: Context Lost.' );
- _isContextLost = true;
- }
- function onContextRestore( /* event */ ) {
- console.log( 'THREE.WebGLRenderer: Context Restored.' );
- _isContextLost = false;
- const infoAutoReset = info.autoReset;
- const shadowMapEnabled = shadowMap.enabled;
- const shadowMapAutoUpdate = shadowMap.autoUpdate;
- const shadowMapNeedsUpdate = shadowMap.needsUpdate;
- const shadowMapType = shadowMap.type;
- initGLContext();
- info.autoReset = infoAutoReset;
- shadowMap.enabled = shadowMapEnabled;
- shadowMap.autoUpdate = shadowMapAutoUpdate;
- shadowMap.needsUpdate = shadowMapNeedsUpdate;
- shadowMap.type = shadowMapType;
- }
- function onMaterialDispose( event ) {
- const material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- deallocateMaterial( material );
- }
- // Buffer deallocation
- function deallocateMaterial( material ) {
- releaseMaterialProgramReferences( material );
- properties.remove( material );
- }
- function releaseMaterialProgramReferences( material ) {
- const programs = properties.get( material ).programs;
- if ( programs !== undefined ) {
- programs.forEach( function ( program ) {
- programCache.releaseProgram( program );
- } );
- }
- }
- // Buffer rendering
- function renderObjectImmediate( object, program ) {
- object.render( function ( object ) {
- _this.renderBufferImmediate( object, program );
- } );
- }
- this.renderBufferImmediate = function ( object, program ) {
- bindingStates.initAttributes();
- const buffers = properties.get( object );
- if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
- if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
- if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
- if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
- const programAttributes = program.getAttributes();
- if ( object.hasPositions ) {
- _gl.bindBuffer( 34962, buffers.position );
- _gl.bufferData( 34962, object.positionArray, 35048 );
- bindingStates.enableAttribute( programAttributes.position );
- _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
- }
- if ( object.hasNormals ) {
- _gl.bindBuffer( 34962, buffers.normal );
- _gl.bufferData( 34962, object.normalArray, 35048 );
- bindingStates.enableAttribute( programAttributes.normal );
- _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
- }
- if ( object.hasUvs ) {
- _gl.bindBuffer( 34962, buffers.uv );
- _gl.bufferData( 34962, object.uvArray, 35048 );
- bindingStates.enableAttribute( programAttributes.uv );
- _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
- }
- if ( object.hasColors ) {
- _gl.bindBuffer( 34962, buffers.color );
- _gl.bufferData( 34962, object.colorArray, 35048 );
- bindingStates.enableAttribute( programAttributes.color );
- _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
- }
- bindingStates.disableUnusedAttributes();
- _gl.drawArrays( 4, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
- if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
- const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
- const program = setProgram( camera, scene, material, object );
- state.setMaterial( material, frontFaceCW );
- //
- let index = geometry.index;
- const position = geometry.attributes.position;
- //
- if ( index === null ) {
- if ( position === undefined || position.count === 0 ) return;
- } else if ( index.count === 0 ) {
- return;
- }
- //
- let rangeFactor = 1;
- if ( material.wireframe === true ) {
- index = geometries.getWireframeAttribute( geometry );
- rangeFactor = 2;
- }
- if ( material.morphTargets || material.morphNormals ) {
- morphtargets.update( object, geometry, material, program );
- }
- bindingStates.setup( object, material, program, geometry, index );
- let attribute;
- let renderer = bufferRenderer;
- if ( index !== null ) {
- attribute = attributes.get( index );
- renderer = indexedBufferRenderer;
- renderer.setIndex( attribute );
- }
- //
- const dataCount = ( index !== null ) ? index.count : position.count;
- const rangeStart = geometry.drawRange.start * rangeFactor;
- const rangeCount = geometry.drawRange.count * rangeFactor;
- const groupStart = group !== null ? group.start * rangeFactor : 0;
- const groupCount = group !== null ? group.count * rangeFactor : Infinity;
- const drawStart = Math.max( rangeStart, groupStart );
- const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
- const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
- if ( drawCount === 0 ) return;
- //
- if ( object.isMesh ) {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
- renderer.setMode( 1 );
- } else {
- renderer.setMode( 4 );
- }
- } else if ( object.isLine ) {
- let lineWidth = material.linewidth;
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
- if ( object.isLineSegments ) {
- renderer.setMode( 1 );
- } else if ( object.isLineLoop ) {
- renderer.setMode( 2 );
- } else {
- renderer.setMode( 3 );
- }
- } else if ( object.isPoints ) {
- renderer.setMode( 0 );
- } else if ( object.isSprite ) {
- renderer.setMode( 4 );
- }
- if ( object.isInstancedMesh ) {
- renderer.renderInstances( drawStart, drawCount, object.count );
- } else if ( geometry.isInstancedBufferGeometry ) {
- const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
- renderer.renderInstances( drawStart, drawCount, instanceCount );
- } else {
- renderer.render( drawStart, drawCount );
- }
- };
- // Compile
- this.compile = function ( scene, camera ) {
- currentRenderState = renderStates.get( scene );
- currentRenderState.init();
- scene.traverseVisible( function ( object ) {
- if ( object.isLight && object.layers.test( camera.layers ) ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- }
- } );
- currentRenderState.setupLights();
- scene.traverse( function ( object ) {
- const material = object.material;
- if ( material ) {
- if ( Array.isArray( material ) ) {
- for ( let i = 0; i < material.length; i ++ ) {
- const material2 = material[ i ];
- getProgram( material2, scene, object );
- }
- } else {
- getProgram( material, scene, object );
- }
- }
- } );
- };
- // Animation Loop
- let onAnimationFrameCallback = null;
- function onAnimationFrame( time ) {
- if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
- }
- function onXRSessionStart() {
- animation.stop();
- }
- function onXRSessionEnd() {
- animation.start();
- }
- const animation = new WebGLAnimation();
- animation.setAnimationLoop( onAnimationFrame );
- if ( typeof window !== 'undefined' ) animation.setContext( window );
- this.setAnimationLoop = function ( callback ) {
- onAnimationFrameCallback = callback;
- xr.setAnimationLoop( callback );
- ( callback === null ) ? animation.stop() : animation.start();
- };
- xr.addEventListener( 'sessionstart', onXRSessionStart );
- xr.addEventListener( 'sessionend', onXRSessionEnd );
- // Rendering
- this.render = function ( scene, camera ) {
- if ( camera !== undefined && camera.isCamera !== true ) {
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- if ( _isContextLost === true ) return;
- // update scene graph
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( camera.parent === null ) camera.updateMatrixWorld();
- if ( xr.enabled === true && xr.isPresenting === true ) {
- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
- camera = xr.getCamera(); // use XR camera for rendering
- }
- //
- if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
- currentRenderState = renderStates.get( scene, renderStateStack.length );
- currentRenderState.init();
- renderStateStack.push( currentRenderState );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromProjectionMatrix( _projScreenMatrix );
- _localClippingEnabled = this.localClippingEnabled;
- _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
- currentRenderList = renderLists.get( scene, renderListStack.length );
- currentRenderList.init();
- renderListStack.push( currentRenderList );
- projectObject( scene, camera, 0, _this.sortObjects );
- currentRenderList.finish();
- if ( _this.sortObjects === true ) {
- currentRenderList.sort( _opaqueSort, _transparentSort );
- }
- //
- if ( _clippingEnabled === true ) clipping.beginShadows();
- const shadowsArray = currentRenderState.state.shadowsArray;
- shadowMap.render( shadowsArray, scene, camera );
- currentRenderState.setupLights();
- currentRenderState.setupLightsView( camera );
- if ( _clippingEnabled === true ) clipping.endShadows();
- //
- if ( this.info.autoReset === true ) this.info.reset();
- //
- background.render( currentRenderList, scene );
- // render scene
- const opaqueObjects = currentRenderList.opaque;
- const transmissiveObjects = currentRenderList.transmissive;
- const transparentObjects = currentRenderList.transparent;
- if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
- if ( transmissiveObjects.length > 0 ) renderTransmissiveObjects( opaqueObjects, transmissiveObjects, scene, camera );
- if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
- //
- if ( _currentRenderTarget !== null ) {
- // resolve multisample renderbuffers to a single-sample texture if necessary
- textures.updateMultisampleRenderTarget( _currentRenderTarget );
- // Generate mipmap if we're using any kind of mipmap filtering
- textures.updateRenderTargetMipmap( _currentRenderTarget );
- }
- //
- if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- state.buffers.depth.setTest( true );
- state.buffers.depth.setMask( true );
- state.buffers.color.setMask( true );
- state.setPolygonOffset( false );
- // _gl.finish();
- bindingStates.resetDefaultState();
- _currentMaterialId = - 1;
- _currentCamera = null;
- renderStateStack.pop();
- if ( renderStateStack.length > 0 ) {
- currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
- } else {
- currentRenderState = null;
- }
- renderListStack.pop();
- if ( renderListStack.length > 0 ) {
- currentRenderList = renderListStack[ renderListStack.length - 1 ];
- } else {
- currentRenderList = null;
- }
- };
- function projectObject( object, camera, groupOrder, sortObjects ) {
- if ( object.visible === false ) return;
- const visible = object.layers.test( camera.layers );
- if ( visible ) {
- if ( object.isGroup ) {
- groupOrder = object.renderOrder;
- } else if ( object.isLOD ) {
- if ( object.autoUpdate === true ) object.update( camera );
- } else if ( object.isLight ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- } else if ( object.isSprite ) {
- if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- const geometry = objects.update( object );
- const material = object.material;
- if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- } else if ( object.isImmediateRenderObject ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
- if ( object.isSkinnedMesh ) {
- // update skeleton only once in a frame
- if ( object.skeleton.frame !== info.render.frame ) {
- object.skeleton.update();
- object.skeleton.frame = info.render.frame;
- }
- }
- if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- const geometry = objects.update( object );
- const material = object.material;
- if ( Array.isArray( material ) ) {
- const groups = geometry.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- if ( groupMaterial && groupMaterial.visible ) {
- currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
- }
- }
- } else if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- }
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera, groupOrder, sortObjects );
- }
- }
- function renderTransmissiveObjects( opaqueObjects, transmissiveObjects, scene, camera ) {
- if ( _transmissionRenderTarget === null ) {
- const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
- const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
- _transmissionRenderTarget = new renderTargetType( 1024, 1024, {
- generateMipmaps: true,
- type: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,
- minFilter: LinearMipmapLinearFilter,
- magFilter: NearestFilter,
- wrapS: ClampToEdgeWrapping,
- wrapT: ClampToEdgeWrapping
- } );
- }
- const currentRenderTarget = _this.getRenderTarget();
- _this.setRenderTarget( _transmissionRenderTarget );
- _this.clear();
- // Turn off the features which can affect the frag color for opaque objects pass.
- // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
- const currentToneMapping = _this.toneMapping;
- _this.toneMapping = NoToneMapping;
- renderObjects( opaqueObjects, scene, camera );
- _this.toneMapping = currentToneMapping;
- textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
- textures.updateRenderTargetMipmap( _transmissionRenderTarget );
- _this.setRenderTarget( currentRenderTarget );
- renderObjects( transmissiveObjects, scene, camera );
- }
- function renderObjects( renderList, scene, camera ) {
- const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
- for ( let i = 0, l = renderList.length; i < l; i ++ ) {
- const renderItem = renderList[ i ];
- const object = renderItem.object;
- const geometry = renderItem.geometry;
- const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
- const group = renderItem.group;
- if ( camera.isArrayCamera ) {
- const cameras = camera.cameras;
- for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
- const camera2 = cameras[ j ];
- if ( object.layers.test( camera2.layers ) ) {
- state.viewport( _currentViewport.copy( camera2.viewport ) );
- currentRenderState.setupLightsView( camera2 );
- renderObject( object, scene, camera2, geometry, material, group );
- }
- }
- } else {
- renderObject( object, scene, camera, geometry, material, group );
- }
- }
- }
- function renderObject( object, scene, camera, geometry, material, group ) {
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- if ( object.isImmediateRenderObject ) {
- const program = setProgram( camera, scene, material, object );
- state.setMaterial( material );
- bindingStates.reset();
- renderObjectImmediate( object, program );
- } else {
- if ( material.transparent === true && material.side === DoubleSide ) {
- material.side = BackSide;
- material.needsUpdate = true;
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
- material.side = FrontSide;
- material.needsUpdate = true;
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
- material.side = DoubleSide;
- } else {
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
- }
- }
- object.onAfterRender( _this, scene, camera, geometry, material, group );
- }
- function getProgram( material, scene, object ) {
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
- const materialProperties = properties.get( material );
- const lights = currentRenderState.state.lights;
- const shadowsArray = currentRenderState.state.shadowsArray;
- const lightsStateVersion = lights.state.version;
- const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
- const programCacheKey = programCache.getProgramCacheKey( parameters );
- let programs = materialProperties.programs;
- // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
- materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
- materialProperties.fog = scene.fog;
- materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
- if ( programs === undefined ) {
- // new material
- material.addEventListener( 'dispose', onMaterialDispose );
- programs = new Map();
- materialProperties.programs = programs;
- }
- let program = programs.get( programCacheKey );
- if ( program !== undefined ) {
- // early out if program and light state is identical
- if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
- updateCommonMaterialProperties( material, parameters );
- return program;
- }
- } else {
- parameters.uniforms = programCache.getUniforms( material );
- material.onBuild( parameters, _this );
- material.onBeforeCompile( parameters, _this );
- program = programCache.acquireProgram( parameters, programCacheKey );
- programs.set( programCacheKey, program );
- materialProperties.uniforms = parameters.uniforms;
- }
- const uniforms = materialProperties.uniforms;
- if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
- uniforms.clippingPlanes = clipping.uniform;
- }
- updateCommonMaterialProperties( material, parameters );
- // store the light setup it was created for
- materialProperties.needsLights = materialNeedsLights( material );
- materialProperties.lightsStateVersion = lightsStateVersion;
- if ( materialProperties.needsLights ) {
- // wire up the material to this renderer's lighting state
- uniforms.ambientLightColor.value = lights.state.ambient;
- uniforms.lightProbe.value = lights.state.probe;
- uniforms.directionalLights.value = lights.state.directional;
- uniforms.directionalLightShadows.value = lights.state.directionalShadow;
- uniforms.spotLights.value = lights.state.spot;
- uniforms.spotLightShadows.value = lights.state.spotShadow;
- uniforms.rectAreaLights.value = lights.state.rectArea;
- uniforms.ltc_1.value = lights.state.rectAreaLTC1;
- uniforms.ltc_2.value = lights.state.rectAreaLTC2;
- uniforms.pointLights.value = lights.state.point;
- uniforms.pointLightShadows.value = lights.state.pointShadow;
- uniforms.hemisphereLights.value = lights.state.hemi;
- uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
- uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
- uniforms.spotShadowMap.value = lights.state.spotShadowMap;
- uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
- uniforms.pointShadowMap.value = lights.state.pointShadowMap;
- uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
- // TODO (abelnation): add area lights shadow info to uniforms
- }
- const progUniforms = program.getUniforms();
- const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
- materialProperties.currentProgram = program;
- materialProperties.uniformsList = uniformsList;
- return program;
- }
- function updateCommonMaterialProperties( material, parameters ) {
- const materialProperties = properties.get( material );
- materialProperties.outputEncoding = parameters.outputEncoding;
- materialProperties.instancing = parameters.instancing;
- materialProperties.skinning = parameters.skinning;
- materialProperties.numClippingPlanes = parameters.numClippingPlanes;
- materialProperties.numIntersection = parameters.numClipIntersection;
- materialProperties.vertexAlphas = parameters.vertexAlphas;
- }
- function setProgram( camera, scene, material, object ) {
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
- textures.resetTextureUnits();
- const fog = scene.fog;
- const environment = material.isMeshStandardMaterial ? scene.environment : null;
- const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
- const envMap = cubemaps.get( material.envMap || environment );
- const vertexAlphas = material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;
- const materialProperties = properties.get( material );
- const lights = currentRenderState.state.lights;
- if ( _clippingEnabled === true ) {
- if ( _localClippingEnabled === true || camera !== _currentCamera ) {
- const useCache =
- camera === _currentCamera &&
- material.id === _currentMaterialId;
- // we might want to call this function with some ClippingGroup
- // object instead of the material, once it becomes feasible
- // (#8465, #8379)
- clipping.setState( material, camera, useCache );
- }
- }
- //
- let needsProgramChange = false;
- if ( material.version === materialProperties.__version ) {
- if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
- needsProgramChange = true;
- } else if ( materialProperties.outputEncoding !== encoding ) {
- needsProgramChange = true;
- } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
- needsProgramChange = true;
- } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
- needsProgramChange = true;
- } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
- needsProgramChange = true;
- } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
- needsProgramChange = true;
- } else if ( materialProperties.envMap !== envMap ) {
- needsProgramChange = true;
- } else if ( material.fog && materialProperties.fog !== fog ) {
- needsProgramChange = true;
- } else if ( materialProperties.numClippingPlanes !== undefined &&
- ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
- materialProperties.numIntersection !== clipping.numIntersection ) ) {
- needsProgramChange = true;
- } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
- needsProgramChange = true;
- }
- } else {
- needsProgramChange = true;
- materialProperties.__version = material.version;
- }
- //
- let program = materialProperties.currentProgram;
- if ( needsProgramChange === true ) {
- program = getProgram( material, scene, object );
- }
- let refreshProgram = false;
- let refreshMaterial = false;
- let refreshLights = false;
- const p_uniforms = program.getUniforms(),
- m_uniforms = materialProperties.uniforms;
- if ( state.useProgram( program.program ) ) {
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshProgram || _currentCamera !== camera ) {
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
- if ( capabilities.logarithmicDepthBuffer ) {
- p_uniforms.setValue( _gl, 'logDepthBufFC',
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
- }
- if ( _currentCamera !== camera ) {
- _currentCamera = camera;
- // lighting uniforms depend on the camera so enforce an update
- // now, in case this material supports lights - or later, when
- // the next material that does gets activated:
- refreshMaterial = true; // set to true on material change
- refreshLights = true; // remains set until update done
- }
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material.isShaderMaterial ||
- material.isMeshPhongMaterial ||
- material.isMeshToonMaterial ||
- material.isMeshStandardMaterial ||
- material.envMap ) {
- const uCamPos = p_uniforms.map.cameraPosition;
- if ( uCamPos !== undefined ) {
- uCamPos.setValue( _gl,
- _vector3.setFromMatrixPosition( camera.matrixWorld ) );
- }
- }
- if ( material.isMeshPhongMaterial ||
- material.isMeshToonMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ) {
- p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
- }
- if ( material.isMeshPhongMaterial ||
- material.isMeshToonMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ||
- material.isShadowMaterial ||
- object.isSkinnedMesh ) {
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
- }
- }
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // otherwise textures used for skinning can take over texture units reserved for other material textures
- if ( object.isSkinnedMesh ) {
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
- const skeleton = object.skeleton;
- if ( skeleton ) {
- if ( capabilities.floatVertexTextures ) {
- if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
- p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
- p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
- } else {
- p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
- }
- }
- }
- if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
- materialProperties.receiveShadow = object.receiveShadow;
- p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
- }
- if ( refreshMaterial ) {
- p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
- if ( materialProperties.needsLights ) {
- // the current material requires lighting info
- // note: all lighting uniforms are always set correctly
- // they simply reference the renderer's state for their
- // values
- //
- // use the current material's .needsUpdate flags to set
- // the GL state when required
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
- }
- // refresh uniforms common to several materials
- if ( fog && material.fog ) {
- materials.refreshFogUniforms( m_uniforms, fog );
- }
- materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
- }
- if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
- material.uniformsNeedUpdate = false;
- }
- if ( material.isSpriteMaterial ) {
- p_uniforms.setValue( _gl, 'center', object.center );
- }
- // common matrices
- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
- return program;
- }
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
- uniforms.ambientLightColor.needsUpdate = value;
- uniforms.lightProbe.needsUpdate = value;
- uniforms.directionalLights.needsUpdate = value;
- uniforms.directionalLightShadows.needsUpdate = value;
- uniforms.pointLights.needsUpdate = value;
- uniforms.pointLightShadows.needsUpdate = value;
- uniforms.spotLights.needsUpdate = value;
- uniforms.spotLightShadows.needsUpdate = value;
- uniforms.rectAreaLights.needsUpdate = value;
- uniforms.hemisphereLights.needsUpdate = value;
- }
- function materialNeedsLights( material ) {
- return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial || material.isShadowMaterial ||
- ( material.isShaderMaterial && material.lights === true );
- }
- this.getActiveCubeFace = function () {
- return _currentActiveCubeFace;
- };
- this.getActiveMipmapLevel = function () {
- return _currentActiveMipmapLevel;
- };
- this.getRenderTarget = function () {
- return _currentRenderTarget;
- };
- this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
- _currentRenderTarget = renderTarget;
- _currentActiveCubeFace = activeCubeFace;
- _currentActiveMipmapLevel = activeMipmapLevel;
- if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
- textures.setupRenderTarget( renderTarget );
- }
- let framebuffer = null;
- let isCube = false;
- let isRenderTarget3D = false;
- if ( renderTarget ) {
- const texture = renderTarget.texture;
- if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
- isRenderTarget3D = true;
- }
- const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLCubeRenderTarget ) {
- framebuffer = __webglFramebuffer[ activeCubeFace ];
- isCube = true;
- } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
- framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
- } else {
- framebuffer = __webglFramebuffer;
- }
- _currentViewport.copy( renderTarget.viewport );
- _currentScissor.copy( renderTarget.scissor );
- _currentScissorTest = renderTarget.scissorTest;
- } else {
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
- _currentScissorTest = _scissorTest;
- }
- const framebufferBound = state.bindFramebuffer( 36160, framebuffer );
- if ( framebufferBound && capabilities.drawBuffers ) {
- let needsUpdate = false;
- if ( renderTarget ) {
- if ( renderTarget.isWebGLMultipleRenderTargets ) {
- const textures = renderTarget.texture;
- if ( _currentDrawBuffers.length !== textures.length || _currentDrawBuffers[ 0 ] !== 36064 ) {
- for ( let i = 0, il = textures.length; i < il; i ++ ) {
- _currentDrawBuffers[ i ] = 36064 + i;
- }
- _currentDrawBuffers.length = textures.length;
- needsUpdate = true;
- }
- } else {
- if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== 36064 ) {
- _currentDrawBuffers[ 0 ] = 36064;
- _currentDrawBuffers.length = 1;
- needsUpdate = true;
- }
- }
- } else {
- if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== 1029 ) {
- _currentDrawBuffers[ 0 ] = 1029;
- _currentDrawBuffers.length = 1;
- needsUpdate = true;
- }
- }
- if ( needsUpdate ) {
- if ( capabilities.isWebGL2 ) {
- _gl.drawBuffers( _currentDrawBuffers );
- } else {
- extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( _currentDrawBuffers );
- }
- }
- }
- state.viewport( _currentViewport );
- state.scissor( _currentScissor );
- state.setScissorTest( _currentScissorTest );
- if ( isCube ) {
- const textureProperties = properties.get( renderTarget.texture );
- _gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
- } else if ( isRenderTarget3D ) {
- const textureProperties = properties.get( renderTarget.texture );
- const layer = activeCubeFace || 0;
- _gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
- }
- };
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
- if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
- }
- let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
- framebuffer = framebuffer[ activeCubeFaceIndex ];
- }
- if ( framebuffer ) {
- state.bindFramebuffer( 36160, framebuffer );
- try {
- const texture = renderTarget.texture;
- const textureFormat = texture.format;
- const textureType = texture.type;
- if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
- return;
- }
- const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
- if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)
- ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
- ! halfFloatSupportedByExt ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
- return;
- }
- if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
- _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
- }
- } else {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
- }
- } finally {
- // restore framebuffer of current render target if necessary
- const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
- state.bindFramebuffer( 36160, framebuffer );
- }
- }
- };
- this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
- const levelScale = Math.pow( 2, - level );
- const width = Math.floor( texture.image.width * levelScale );
- const height = Math.floor( texture.image.height * levelScale );
- let glFormat = utils.convert( texture.format );
- if ( capabilities.isWebGL2 ) {
- // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
- // Not needed in Chrome 93+
- if ( glFormat === 6407 ) glFormat = 32849;
- if ( glFormat === 6408 ) glFormat = 32856;
- }
- textures.setTexture2D( texture, 0 );
- _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
- state.unbindTexture();
- };
- this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
- const width = srcTexture.image.width;
- const height = srcTexture.image.height;
- const glFormat = utils.convert( dstTexture.format );
- const glType = utils.convert( dstTexture.type );
- textures.setTexture2D( dstTexture, 0 );
- // As another texture upload may have changed pixelStorei
- // parameters, make sure they are correct for the dstTexture
- _gl.pixelStorei( 37440, dstTexture.flipY );
- _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
- _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
- if ( srcTexture.isDataTexture ) {
- _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
- } else {
- if ( srcTexture.isCompressedTexture ) {
- _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
- } else {
- _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
- }
- }
- // Generate mipmaps only when copying level 0
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );
- state.unbindTexture();
- };
- this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
- if ( _this.isWebGL1Renderer ) {
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
- return;
- }
- const width = sourceBox.max.x - sourceBox.min.x + 1;
- const height = sourceBox.max.y - sourceBox.min.y + 1;
- const depth = sourceBox.max.z - sourceBox.min.z + 1;
- const glFormat = utils.convert( dstTexture.format );
- const glType = utils.convert( dstTexture.type );
- let glTarget;
- if ( dstTexture.isDataTexture3D ) {
- textures.setTexture3D( dstTexture, 0 );
- glTarget = 32879;
- } else if ( dstTexture.isDataTexture2DArray ) {
- textures.setTexture2DArray( dstTexture, 0 );
- glTarget = 35866;
- } else {
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
- return;
- }
- _gl.pixelStorei( 37440, dstTexture.flipY );
- _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
- _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
- const unpackRowLen = _gl.getParameter( 3314 );
- const unpackImageHeight = _gl.getParameter( 32878 );
- const unpackSkipPixels = _gl.getParameter( 3316 );
- const unpackSkipRows = _gl.getParameter( 3315 );
- const unpackSkipImages = _gl.getParameter( 32877 );
- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;
- _gl.pixelStorei( 3314, image.width );
- _gl.pixelStorei( 32878, image.height );
- _gl.pixelStorei( 3316, sourceBox.min.x );
- _gl.pixelStorei( 3315, sourceBox.min.y );
- _gl.pixelStorei( 32877, sourceBox.min.z );
- if ( srcTexture.isDataTexture || srcTexture.isDataTexture3D ) {
- _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
- } else {
- if ( srcTexture.isCompressedTexture ) {
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
- _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
- } else {
- _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
- }
- }
- _gl.pixelStorei( 3314, unpackRowLen );
- _gl.pixelStorei( 32878, unpackImageHeight );
- _gl.pixelStorei( 3316, unpackSkipPixels );
- _gl.pixelStorei( 3315, unpackSkipRows );
- _gl.pixelStorei( 32877, unpackSkipImages );
- // Generate mipmaps only when copying level 0
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
- state.unbindTexture();
- };
- this.initTexture = function ( texture ) {
- textures.setTexture2D( texture, 0 );
- state.unbindTexture();
- };
- this.resetState = function () {
- _currentActiveCubeFace = 0;
- _currentActiveMipmapLevel = 0;
- _currentRenderTarget = null;
- state.reset();
- bindingStates.reset();
- };
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
- }
- }
- class WebGL1Renderer extends WebGLRenderer {}
- WebGL1Renderer.prototype.isWebGL1Renderer = true;
- class Scene extends Object3D {
- constructor() {
- super();
- this.type = 'Scene';
- this.background = null;
- this.environment = null;
- this.fog = null;
- this.overrideMaterial = null;
- this.autoUpdate = true; // checked by the renderer
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
- }
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- if ( source.background !== null ) this.background = source.background.clone();
- if ( source.environment !== null ) this.environment = source.environment.clone();
- if ( source.fog !== null ) this.fog = source.fog.clone();
- if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
- this.autoUpdate = source.autoUpdate;
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
- return data;
- }
- }
- Scene.prototype.isScene = true;
- class InterleavedBuffer {
- constructor( array, stride ) {
- this.array = array;
- this.stride = stride;
- this.count = array !== undefined ? array.length / stride : 0;
- this.usage = StaticDrawUsage;
- this.updateRange = { offset: 0, count: - 1 };
- this.version = 0;
- this.uuid = generateUUID();
- }
- onUploadCallback() {}
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- setUsage( value ) {
- this.usage = value;
- return this;
- }
- copy( source ) {
- this.array = new source.array.constructor( source.array );
- this.count = source.count;
- this.stride = source.stride;
- this.usage = source.usage;
- return this;
- }
- copyAt( index1, attribute, index2 ) {
- index1 *= this.stride;
- index2 *= attribute.stride;
- for ( let i = 0, l = this.stride; i < l; i ++ ) {
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
- }
- return this;
- }
- set( value, offset = 0 ) {
- this.array.set( value, offset );
- return this;
- }
- clone( data ) {
- if ( data.arrayBuffers === undefined ) {
- data.arrayBuffers = {};
- }
- if ( this.array.buffer._uuid === undefined ) {
- this.array.buffer._uuid = generateUUID();
- }
- if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
- data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
- }
- const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
- const ib = new this.constructor( array, this.stride );
- ib.setUsage( this.usage );
- return ib;
- }
- onUpload( callback ) {
- this.onUploadCallback = callback;
- return this;
- }
- toJSON( data ) {
- if ( data.arrayBuffers === undefined ) {
- data.arrayBuffers = {};
- }
- // generate UUID for array buffer if necessary
- if ( this.array.buffer._uuid === undefined ) {
- this.array.buffer._uuid = generateUUID();
- }
- if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
- data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
- }
- //
- return {
- uuid: this.uuid,
- buffer: this.array.buffer._uuid,
- type: this.array.constructor.name,
- stride: this.stride
- };
- }
- }
- InterleavedBuffer.prototype.isInterleavedBuffer = true;
- const _vector$6 = /*@__PURE__*/ new Vector3();
- class InterleavedBufferAttribute {
- constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
- this.name = '';
- this.data = interleavedBuffer;
- this.itemSize = itemSize;
- this.offset = offset;
- this.normalized = normalized === true;
- }
- get count() {
- return this.data.count;
- }
- get array() {
- return this.data.array;
- }
- set needsUpdate( value ) {
- this.data.needsUpdate = value;
- }
- applyMatrix4( m ) {
- for ( let i = 0, l = this.data.count; i < l; i ++ ) {
- _vector$6.x = this.getX( i );
- _vector$6.y = this.getY( i );
- _vector$6.z = this.getZ( i );
- _vector$6.applyMatrix4( m );
- this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
- }
- return this;
- }
- applyNormalMatrix( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$6.x = this.getX( i );
- _vector$6.y = this.getY( i );
- _vector$6.z = this.getZ( i );
- _vector$6.applyNormalMatrix( m );
- this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
- }
- return this;
- }
- transformDirection( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$6.x = this.getX( i );
- _vector$6.y = this.getY( i );
- _vector$6.z = this.getZ( i );
- _vector$6.transformDirection( m );
- this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
- }
- return this;
- }
- setX( index, x ) {
- this.data.array[ index * this.data.stride + this.offset ] = x;
- return this;
- }
- setY( index, y ) {
- this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
- return this;
- }
- setZ( index, z ) {
- this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
- return this;
- }
- setW( index, w ) {
- this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
- return this;
- }
- getX( index ) {
- return this.data.array[ index * this.data.stride + this.offset ];
- }
- getY( index ) {
- return this.data.array[ index * this.data.stride + this.offset + 1 ];
- }
- getZ( index ) {
- return this.data.array[ index * this.data.stride + this.offset + 2 ];
- }
- getW( index ) {
- return this.data.array[ index * this.data.stride + this.offset + 3 ];
- }
- setXY( index, x, y ) {
- index = index * this.data.stride + this.offset;
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- return this;
- }
- setXYZ( index, x, y, z ) {
- index = index * this.data.stride + this.offset;
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
- return this;
- }
- setXYZW( index, x, y, z, w ) {
- index = index * this.data.stride + this.offset;
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
- this.data.array[ index + 3 ] = w;
- return this;
- }
- clone( data ) {
- if ( data === undefined ) {
- console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
- const array = [];
- for ( let i = 0; i < this.count; i ++ ) {
- const index = i * this.data.stride + this.offset;
- for ( let j = 0; j < this.itemSize; j ++ ) {
- array.push( this.data.array[ index + j ] );
- }
- }
- return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
- } else {
- if ( data.interleavedBuffers === undefined ) {
- data.interleavedBuffers = {};
- }
- if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
- data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
- }
- return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
- }
- }
- toJSON( data ) {
- if ( data === undefined ) {
- console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
- const array = [];
- for ( let i = 0; i < this.count; i ++ ) {
- const index = i * this.data.stride + this.offset;
- for ( let j = 0; j < this.itemSize; j ++ ) {
- array.push( this.data.array[ index + j ] );
- }
- }
- // deinterleave data and save it as an ordinary buffer attribute for now
- return {
- itemSize: this.itemSize,
- type: this.array.constructor.name,
- array: array,
- normalized: this.normalized
- };
- } else {
- // save as true interlaved attribtue
- if ( data.interleavedBuffers === undefined ) {
- data.interleavedBuffers = {};
- }
- if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
- data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
- }
- return {
- isInterleavedBufferAttribute: true,
- itemSize: this.itemSize,
- data: this.data.uuid,
- offset: this.offset,
- normalized: this.normalized
- };
- }
- }
- }
- InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;
- /**
- * parameters = {
- * color: <hex>,
- * map: new THREE.Texture( <Image> ),
- * alphaMap: new THREE.Texture( <Image> ),
- * rotation: <float>,
- * sizeAttenuation: <bool>
- * }
- */
- class SpriteMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'SpriteMaterial';
- this.color = new Color( 0xffffff );
- this.map = null;
- this.alphaMap = null;
- this.rotation = 0;
- this.sizeAttenuation = true;
- this.transparent = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.rotation = source.rotation;
- this.sizeAttenuation = source.sizeAttenuation;
- return this;
- }
- }
- SpriteMaterial.prototype.isSpriteMaterial = true;
- let _geometry$2;
- const _intersectPoint = /*@__PURE__*/ new Vector3();
- const _worldScale = /*@__PURE__*/ new Vector3();
- const _mvPosition = /*@__PURE__*/ new Vector3();
- const _alignedPosition = /*@__PURE__*/ new Vector2();
- const _rotatedPosition = /*@__PURE__*/ new Vector2();
- const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
- const _vA = /*@__PURE__*/ new Vector3();
- const _vB = /*@__PURE__*/ new Vector3();
- const _vC = /*@__PURE__*/ new Vector3();
- const _uvA = /*@__PURE__*/ new Vector2();
- const _uvB = /*@__PURE__*/ new Vector2();
- const _uvC = /*@__PURE__*/ new Vector2();
- class Sprite extends Object3D {
- constructor( material ) {
- super();
- this.type = 'Sprite';
- if ( _geometry$2 === undefined ) {
- _geometry$2 = new BufferGeometry();
- const float32Array = new Float32Array( [
- - 0.5, - 0.5, 0, 0, 0,
- 0.5, - 0.5, 0, 1, 0,
- 0.5, 0.5, 0, 1, 1,
- - 0.5, 0.5, 0, 0, 1
- ] );
- const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
- _geometry$2.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
- _geometry$2.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
- _geometry$2.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
- }
- this.geometry = _geometry$2;
- this.material = ( material !== undefined ) ? material : new SpriteMaterial();
- this.center = new Vector2( 0.5, 0.5 );
- }
- raycast( raycaster, intersects ) {
- if ( raycaster.camera === null ) {
- console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
- }
- _worldScale.setFromMatrixScale( this.matrixWorld );
- _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
- this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
- _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
- if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
- _worldScale.multiplyScalar( - _mvPosition.z );
- }
- const rotation = this.material.rotation;
- let sin, cos;
- if ( rotation !== 0 ) {
- cos = Math.cos( rotation );
- sin = Math.sin( rotation );
- }
- const center = this.center;
- transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- _uvA.set( 0, 0 );
- _uvB.set( 1, 0 );
- _uvC.set( 1, 1 );
- // check first triangle
- let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
- if ( intersect === null ) {
- // check second triangle
- transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- _uvB.set( 0, 1 );
- intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
- if ( intersect === null ) {
- return;
- }
- }
- const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
- if ( distance < raycaster.near || distance > raycaster.far ) return;
- intersects.push( {
- distance: distance,
- point: _intersectPoint.clone(),
- uv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
- face: null,
- object: this
- } );
- }
- copy( source ) {
- super.copy( source );
- if ( source.center !== undefined ) this.center.copy( source.center );
- this.material = source.material;
- return this;
- }
- }
- Sprite.prototype.isSprite = true;
- function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
- // compute position in camera space
- _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
- // to check if rotation is not zero
- if ( sin !== undefined ) {
- _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
- _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
- } else {
- _rotatedPosition.copy( _alignedPosition );
- }
- vertexPosition.copy( mvPosition );
- vertexPosition.x += _rotatedPosition.x;
- vertexPosition.y += _rotatedPosition.y;
- // transform to world space
- vertexPosition.applyMatrix4( _viewWorldMatrix );
- }
- const _basePosition = /*@__PURE__*/ new Vector3();
- const _skinIndex = /*@__PURE__*/ new Vector4();
- const _skinWeight = /*@__PURE__*/ new Vector4();
- const _vector$5 = /*@__PURE__*/ new Vector3();
- const _matrix = /*@__PURE__*/ new Matrix4();
- class SkinnedMesh extends Mesh {
- constructor( geometry, material ) {
- super( geometry, material );
- this.type = 'SkinnedMesh';
- this.bindMode = 'attached';
- this.bindMatrix = new Matrix4();
- this.bindMatrixInverse = new Matrix4();
- }
- copy( source ) {
- super.copy( source );
- this.bindMode = source.bindMode;
- this.bindMatrix.copy( source.bindMatrix );
- this.bindMatrixInverse.copy( source.bindMatrixInverse );
- this.skeleton = source.skeleton;
- return this;
- }
- bind( skeleton, bindMatrix ) {
- this.skeleton = skeleton;
- if ( bindMatrix === undefined ) {
- this.updateMatrixWorld( true );
- this.skeleton.calculateInverses();
- bindMatrix = this.matrixWorld;
- }
- this.bindMatrix.copy( bindMatrix );
- this.bindMatrixInverse.copy( bindMatrix ).invert();
- }
- pose() {
- this.skeleton.pose();
- }
- normalizeSkinWeights() {
- const vector = new Vector4();
- const skinWeight = this.geometry.attributes.skinWeight;
- for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
- vector.x = skinWeight.getX( i );
- vector.y = skinWeight.getY( i );
- vector.z = skinWeight.getZ( i );
- vector.w = skinWeight.getW( i );
- const scale = 1.0 / vector.manhattanLength();
- if ( scale !== Infinity ) {
- vector.multiplyScalar( scale );
- } else {
- vector.set( 1, 0, 0, 0 ); // do something reasonable
- }
- skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
- }
- }
- updateMatrixWorld( force ) {
- super.updateMatrixWorld( force );
- if ( this.bindMode === 'attached' ) {
- this.bindMatrixInverse.copy( this.matrixWorld ).invert();
- } else if ( this.bindMode === 'detached' ) {
- this.bindMatrixInverse.copy( this.bindMatrix ).invert();
- } else {
- console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
- }
- }
- boneTransform( index, target ) {
- const skeleton = this.skeleton;
- const geometry = this.geometry;
- _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
- _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
- _basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
- target.set( 0, 0, 0 );
- for ( let i = 0; i < 4; i ++ ) {
- const weight = _skinWeight.getComponent( i );
- if ( weight !== 0 ) {
- const boneIndex = _skinIndex.getComponent( i );
- _matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
- target.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );
- }
- }
- return target.applyMatrix4( this.bindMatrixInverse );
- }
- }
- SkinnedMesh.prototype.isSkinnedMesh = true;
- class Bone extends Object3D {
- constructor() {
- super();
- this.type = 'Bone';
- }
- }
- Bone.prototype.isBone = true;
- class DataTexture extends Texture {
- constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) {
- super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
- this.image = { data: data, width: width, height: height };
- this.magFilter = magFilter;
- this.minFilter = minFilter;
- this.generateMipmaps = false;
- this.flipY = false;
- this.unpackAlignment = 1;
- this.needsUpdate = true;
- }
- }
- DataTexture.prototype.isDataTexture = true;
- const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
- const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
- const _instanceIntersects = [];
- const _mesh = /*@__PURE__*/ new Mesh();
- class InstancedMesh extends Mesh {
- constructor( geometry, material, count ) {
- super( geometry, material );
- this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
- this.instanceColor = null;
- this.count = count;
- this.frustumCulled = false;
- }
- copy( source ) {
- super.copy( source );
- this.instanceMatrix.copy( source.instanceMatrix );
- if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
- this.count = source.count;
- return this;
- }
- getColorAt( index, color ) {
- color.fromArray( this.instanceColor.array, index * 3 );
- }
- getMatrixAt( index, matrix ) {
- matrix.fromArray( this.instanceMatrix.array, index * 16 );
- }
- raycast( raycaster, intersects ) {
- const matrixWorld = this.matrixWorld;
- const raycastTimes = this.count;
- _mesh.geometry = this.geometry;
- _mesh.material = this.material;
- if ( _mesh.material === undefined ) return;
- for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
- // calculate the world matrix for each instance
- this.getMatrixAt( instanceId, _instanceLocalMatrix );
- _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
- // the mesh represents this single instance
- _mesh.matrixWorld = _instanceWorldMatrix;
- _mesh.raycast( raycaster, _instanceIntersects );
- // process the result of raycast
- for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
- const intersect = _instanceIntersects[ i ];
- intersect.instanceId = instanceId;
- intersect.object = this;
- intersects.push( intersect );
- }
- _instanceIntersects.length = 0;
- }
- }
- setColorAt( index, color ) {
- if ( this.instanceColor === null ) {
- this.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );
- }
- color.toArray( this.instanceColor.array, index * 3 );
- }
- setMatrixAt( index, matrix ) {
- matrix.toArray( this.instanceMatrix.array, index * 16 );
- }
- updateMorphTargets() {
- }
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- }
- InstancedMesh.prototype.isInstancedMesh = true;
- /**
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * linewidth: <float>,
- * linecap: "round",
- * linejoin: "round"
- * }
- */
- class LineBasicMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'LineBasicMaterial';
- this.color = new Color( 0xffffff );
- this.linewidth = 1;
- this.linecap = 'round';
- this.linejoin = 'round';
- this.morphTargets = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.linewidth = source.linewidth;
- this.linecap = source.linecap;
- this.linejoin = source.linejoin;
- this.morphTargets = source.morphTargets;
- return this;
- }
- }
- LineBasicMaterial.prototype.isLineBasicMaterial = true;
- const _start$1 = /*@__PURE__*/ new Vector3();
- const _end$1 = /*@__PURE__*/ new Vector3();
- const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
- const _ray$1 = /*@__PURE__*/ new Ray();
- const _sphere$1 = /*@__PURE__*/ new Sphere();
- class Line extends Object3D {
- constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
- super();
- this.type = 'Line';
- this.geometry = geometry;
- this.material = material;
- this.updateMorphTargets();
- }
- copy( source ) {
- super.copy( source );
- this.material = source.material;
- this.geometry = source.geometry;
- return this;
- }
- computeLineDistances() {
- const geometry = this.geometry;
- if ( geometry.isBufferGeometry ) {
- // we assume non-indexed geometry
- if ( geometry.index === null ) {
- const positionAttribute = geometry.attributes.position;
- const lineDistances = [ 0 ];
- for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
- _start$1.fromBufferAttribute( positionAttribute, i - 1 );
- _end$1.fromBufferAttribute( positionAttribute, i );
- lineDistances[ i ] = lineDistances[ i - 1 ];
- lineDistances[ i ] += _start$1.distanceTo( _end$1 );
- }
- geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
- } else {
- console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
- }
- } else if ( geometry.isGeometry ) {
- console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- return this;
- }
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const matrixWorld = this.matrixWorld;
- const threshold = raycaster.params.Line.threshold;
- const drawRange = geometry.drawRange;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere$1.copy( geometry.boundingSphere );
- _sphere$1.applyMatrix4( matrixWorld );
- _sphere$1.radius += threshold;
- if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
- //
- _inverseMatrix$1.copy( matrixWorld ).invert();
- _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
- const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- const localThresholdSq = localThreshold * localThreshold;
- const vStart = new Vector3();
- const vEnd = new Vector3();
- const interSegment = new Vector3();
- const interRay = new Vector3();
- const step = this.isLineSegments ? 2 : 1;
- if ( geometry.isBufferGeometry ) {
- const index = geometry.index;
- const attributes = geometry.attributes;
- const positionAttribute = attributes.position;
- if ( index !== null ) {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end - 1; i < l; i += step ) {
- const a = index.getX( i );
- const b = index.getX( i + 1 );
- vStart.fromBufferAttribute( positionAttribute, a );
- vEnd.fromBufferAttribute( positionAttribute, b );
- const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
- if ( distSq > localThresholdSq ) continue;
- interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- const distance = raycaster.ray.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
- } );
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end - 1; i < l; i += step ) {
- vStart.fromBufferAttribute( positionAttribute, i );
- vEnd.fromBufferAttribute( positionAttribute, i + 1 );
- const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
- if ( distSq > localThresholdSq ) continue;
- interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- const distance = raycaster.ray.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
- } );
- }
- }
- } else if ( geometry.isGeometry ) {
- console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- updateMorphTargets() {
- const geometry = this.geometry;
- if ( geometry.isBufferGeometry ) {
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- } else {
- const morphTargets = geometry.morphTargets;
- if ( morphTargets !== undefined && morphTargets.length > 0 ) {
- console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- }
- }
- Line.prototype.isLine = true;
- const _start = /*@__PURE__*/ new Vector3();
- const _end = /*@__PURE__*/ new Vector3();
- class LineSegments extends Line {
- constructor( geometry, material ) {
- super( geometry, material );
- this.type = 'LineSegments';
- }
- computeLineDistances() {
- const geometry = this.geometry;
- if ( geometry.isBufferGeometry ) {
- // we assume non-indexed geometry
- if ( geometry.index === null ) {
- const positionAttribute = geometry.attributes.position;
- const lineDistances = [];
- for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
- _start.fromBufferAttribute( positionAttribute, i );
- _end.fromBufferAttribute( positionAttribute, i + 1 );
- lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
- lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
- }
- geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
- } else {
- console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
- }
- } else if ( geometry.isGeometry ) {
- console.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- return this;
- }
- }
- LineSegments.prototype.isLineSegments = true;
- class LineLoop extends Line {
- constructor( geometry, material ) {
- super( geometry, material );
- this.type = 'LineLoop';
- }
- }
- LineLoop.prototype.isLineLoop = true;
- /**
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * size: <float>,
- * sizeAttenuation: <bool>
- *
- * morphTargets: <bool>
- * }
- */
- class PointsMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'PointsMaterial';
- this.color = new Color( 0xffffff );
- this.map = null;
- this.alphaMap = null;
- this.size = 1;
- this.sizeAttenuation = true;
- this.morphTargets = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.size = source.size;
- this.sizeAttenuation = source.sizeAttenuation;
- this.morphTargets = source.morphTargets;
- return this;
- }
- }
- PointsMaterial.prototype.isPointsMaterial = true;
- const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
- const _ray = /*@__PURE__*/ new Ray();
- const _sphere = /*@__PURE__*/ new Sphere();
- const _position$2 = /*@__PURE__*/ new Vector3();
- class Points extends Object3D {
- constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
- super();
- this.type = 'Points';
- this.geometry = geometry;
- this.material = material;
- this.updateMorphTargets();
- }
- copy( source ) {
- super.copy( source );
- this.material = source.material;
- this.geometry = source.geometry;
- return this;
- }
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const matrixWorld = this.matrixWorld;
- const threshold = raycaster.params.Points.threshold;
- const drawRange = geometry.drawRange;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere );
- _sphere.applyMatrix4( matrixWorld );
- _sphere.radius += threshold;
- if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
- //
- _inverseMatrix$3.copy( matrixWorld ).invert();
- _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
- const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- const localThresholdSq = localThreshold * localThreshold;
- if ( geometry.isBufferGeometry ) {
- const index = geometry.index;
- const attributes = geometry.attributes;
- const positionAttribute = attributes.position;
- if ( index !== null ) {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i ++ ) {
- const a = index.getX( i );
- _position$2.fromBufferAttribute( positionAttribute, a );
- testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end; i < l; i ++ ) {
- _position$2.fromBufferAttribute( positionAttribute, i );
- testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
- }
- }
- } else {
- console.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- updateMorphTargets() {
- const geometry = this.geometry;
- if ( geometry.isBufferGeometry ) {
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- } else {
- const morphTargets = geometry.morphTargets;
- if ( morphTargets !== undefined && morphTargets.length > 0 ) {
- console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- }
- }
- Points.prototype.isPoints = true;
- function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
- const rayPointDistanceSq = _ray.distanceSqToPoint( point );
- if ( rayPointDistanceSq < localThresholdSq ) {
- const intersectPoint = new Vector3();
- _ray.closestPointToPoint( point, intersectPoint );
- intersectPoint.applyMatrix4( matrixWorld );
- const distance = raycaster.ray.origin.distanceTo( intersectPoint );
- if ( distance < raycaster.near || distance > raycaster.far ) return;
- intersects.push( {
- distance: distance,
- distanceToRay: Math.sqrt( rayPointDistanceSq ),
- point: intersectPoint,
- index: index,
- face: null,
- object: object
- } );
- }
- }
- class VideoTexture extends Texture {
- constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.format = format !== undefined ? format : RGBFormat;
- this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
- this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
- this.generateMipmaps = false;
- const scope = this;
- function updateVideo() {
- scope.needsUpdate = true;
- video.requestVideoFrameCallback( updateVideo );
- }
- if ( 'requestVideoFrameCallback' in video ) {
- video.requestVideoFrameCallback( updateVideo );
- }
- }
- clone() {
- return new this.constructor( this.image ).copy( this );
- }
- update() {
- const video = this.image;
- const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
- if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
- this.needsUpdate = true;
- }
- }
- }
- VideoTexture.prototype.isVideoTexture = true;
- class CompressedTexture extends Texture {
- constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
- super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
- this.image = { width: width, height: height };
- this.mipmaps = mipmaps;
- // no flipping for cube textures
- // (also flipping doesn't work for compressed textures )
- this.flipY = false;
- // can't generate mipmaps for compressed textures
- // mips must be embedded in DDS files
- this.generateMipmaps = false;
- }
- }
- CompressedTexture.prototype.isCompressedTexture = true;
- class CanvasTexture extends Texture {
- constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.needsUpdate = true;
- }
- }
- CanvasTexture.prototype.isCanvasTexture = true;
- class DepthTexture extends Texture {
- constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
- format = format !== undefined ? format : DepthFormat;
- if ( format !== DepthFormat && format !== DepthStencilFormat ) {
- throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
- }
- if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
- if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
- super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.image = { width: width, height: height };
- this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
- this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
- this.flipY = false;
- this.generateMipmaps = false;
- }
- }
- DepthTexture.prototype.isDepthTexture = true;
- class CylinderGeometry extends BufferGeometry {
- constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
- super();
- this.type = 'CylinderGeometry';
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- const scope = this;
- radialSegments = Math.floor( radialSegments );
- heightSegments = Math.floor( heightSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- let index = 0;
- const indexArray = [];
- const halfHeight = height / 2;
- let groupStart = 0;
- // generate geometry
- generateTorso();
- if ( openEnded === false ) {
- if ( radiusTop > 0 ) generateCap( true );
- if ( radiusBottom > 0 ) generateCap( false );
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function generateTorso() {
- const normal = new Vector3();
- const vertex = new Vector3();
- let groupCount = 0;
- // this will be used to calculate the normal
- const slope = ( radiusBottom - radiusTop ) / height;
- // generate vertices, normals and uvs
- for ( let y = 0; y <= heightSegments; y ++ ) {
- const indexRow = [];
- const v = y / heightSegments;
- // calculate the radius of the current row
- const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
- for ( let x = 0; x <= radialSegments; x ++ ) {
- const u = x / radialSegments;
- const theta = u * thetaLength + thetaStart;
- const sinTheta = Math.sin( theta );
- const cosTheta = Math.cos( theta );
- // vertex
- vertex.x = radius * sinTheta;
- vertex.y = - v * height + halfHeight;
- vertex.z = radius * cosTheta;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.set( sinTheta, slope, cosTheta ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u, 1 - v );
- // save index of vertex in respective row
- indexRow.push( index ++ );
- }
- // now save vertices of the row in our index array
- indexArray.push( indexRow );
- }
- // generate indices
- for ( let x = 0; x < radialSegments; x ++ ) {
- for ( let y = 0; y < heightSegments; y ++ ) {
- // we use the index array to access the correct indices
- const a = indexArray[ y ][ x ];
- const b = indexArray[ y + 1 ][ x ];
- const c = indexArray[ y + 1 ][ x + 1 ];
- const d = indexArray[ y ][ x + 1 ];
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // update group counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, 0 );
- // calculate new start value for groups
- groupStart += groupCount;
- }
- function generateCap( top ) {
- // save the index of the first center vertex
- const centerIndexStart = index;
- const uv = new Vector2();
- const vertex = new Vector3();
- let groupCount = 0;
- const radius = ( top === true ) ? radiusTop : radiusBottom;
- const sign = ( top === true ) ? 1 : - 1;
- // first we generate the center vertex data of the cap.
- // because the geometry needs one set of uvs per face,
- // we must generate a center vertex per face/segment
- for ( let x = 1; x <= radialSegments; x ++ ) {
- // vertex
- vertices.push( 0, halfHeight * sign, 0 );
- // normal
- normals.push( 0, sign, 0 );
- // uv
- uvs.push( 0.5, 0.5 );
- // increase index
- index ++;
- }
- // save the index of the last center vertex
- const centerIndexEnd = index;
- // now we generate the surrounding vertices, normals and uvs
- for ( let x = 0; x <= radialSegments; x ++ ) {
- const u = x / radialSegments;
- const theta = u * thetaLength + thetaStart;
- const cosTheta = Math.cos( theta );
- const sinTheta = Math.sin( theta );
- // vertex
- vertex.x = radius * sinTheta;
- vertex.y = halfHeight * sign;
- vertex.z = radius * cosTheta;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, sign, 0 );
- // uv
- uv.x = ( cosTheta * 0.5 ) + 0.5;
- uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
- uvs.push( uv.x, uv.y );
- // increase index
- index ++;
- }
- // generate indices
- for ( let x = 0; x < radialSegments; x ++ ) {
- const c = centerIndexStart + x;
- const i = centerIndexEnd + x;
- if ( top === true ) {
- // face top
- indices.push( i, i + 1, c );
- } else {
- // face bottom
- indices.push( i + 1, i, c );
- }
- groupCount += 3;
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
- // calculate new start value for groups
- groupStart += groupCount;
- }
- }
- static fromJSON( data ) {
- return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
- }
- }
- class ConeGeometry extends CylinderGeometry {
- constructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
- super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
- this.type = 'ConeGeometry';
- this.parameters = {
- radius: radius,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- }
- static fromJSON( data ) {
- return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
- }
- }
- new Vector3();
- new Vector3();
- new Vector3();
- new Triangle();
- /**
- * Extensible curve object.
- *
- * Some common of curve methods:
- * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
- * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This following curves inherit from THREE.Curve:
- *
- * -- 2D curves --
- * THREE.ArcCurve
- * THREE.CubicBezierCurve
- * THREE.EllipseCurve
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.SplineCurve
- *
- * -- 3D curves --
- * THREE.CatmullRomCurve3
- * THREE.CubicBezierCurve3
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- *
- * A series of curves can be represented as a THREE.CurvePath.
- *
- **/
- class Curve {
- constructor() {
- this.type = 'Curve';
- this.arcLengthDivisions = 200;
- }
- // Virtual base class method to overwrite and implement in subclasses
- // - t [0 .. 1]
- getPoint( /* t, optionalTarget */ ) {
- console.warn( 'THREE.Curve: .getPoint() not implemented.' );
- return null;
- }
- // Get point at relative position in curve according to arc length
- // - u [0 .. 1]
- getPointAt( u, optionalTarget ) {
- const t = this.getUtoTmapping( u );
- return this.getPoint( t, optionalTarget );
- }
- // Get sequence of points using getPoint( t )
- getPoints( divisions = 5 ) {
- const points = [];
- for ( let d = 0; d <= divisions; d ++ ) {
- points.push( this.getPoint( d / divisions ) );
- }
- return points;
- }
- // Get sequence of points using getPointAt( u )
- getSpacedPoints( divisions = 5 ) {
- const points = [];
- for ( let d = 0; d <= divisions; d ++ ) {
- points.push( this.getPointAt( d / divisions ) );
- }
- return points;
- }
- // Get total curve arc length
- getLength() {
- const lengths = this.getLengths();
- return lengths[ lengths.length - 1 ];
- }
- // Get list of cumulative segment lengths
- getLengths( divisions = this.arcLengthDivisions ) {
- if ( this.cacheArcLengths &&
- ( this.cacheArcLengths.length === divisions + 1 ) &&
- ! this.needsUpdate ) {
- return this.cacheArcLengths;
- }
- this.needsUpdate = false;
- const cache = [];
- let current, last = this.getPoint( 0 );
- let sum = 0;
- cache.push( 0 );
- for ( let p = 1; p <= divisions; p ++ ) {
- current = this.getPoint( p / divisions );
- sum += current.distanceTo( last );
- cache.push( sum );
- last = current;
- }
- this.cacheArcLengths = cache;
- return cache; // { sums: cache, sum: sum }; Sum is in the last element.
- }
- updateArcLengths() {
- this.needsUpdate = true;
- this.getLengths();
- }
- // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
- getUtoTmapping( u, distance ) {
- const arcLengths = this.getLengths();
- let i = 0;
- const il = arcLengths.length;
- let targetArcLength; // The targeted u distance value to get
- if ( distance ) {
- targetArcLength = distance;
- } else {
- targetArcLength = u * arcLengths[ il - 1 ];
- }
- // binary search for the index with largest value smaller than target u distance
- let low = 0, high = il - 1, comparison;
- while ( low <= high ) {
- i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
- comparison = arcLengths[ i ] - targetArcLength;
- if ( comparison < 0 ) {
- low = i + 1;
- } else if ( comparison > 0 ) {
- high = i - 1;
- } else {
- high = i;
- break;
- // DONE
- }
- }
- i = high;
- if ( arcLengths[ i ] === targetArcLength ) {
- return i / ( il - 1 );
- }
- // we could get finer grain at lengths, or use simple interpolation between two points
- const lengthBefore = arcLengths[ i ];
- const lengthAfter = arcLengths[ i + 1 ];
- const segmentLength = lengthAfter - lengthBefore;
- // determine where we are between the 'before' and 'after' points
- const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
- // add that fractional amount to t
- const t = ( i + segmentFraction ) / ( il - 1 );
- return t;
- }
- // Returns a unit vector tangent at t
- // In case any sub curve does not implement its tangent derivation,
- // 2 points a small delta apart will be used to find its gradient
- // which seems to give a reasonable approximation
- getTangent( t, optionalTarget ) {
- const delta = 0.0001;
- let t1 = t - delta;
- let t2 = t + delta;
- // Capping in case of danger
- if ( t1 < 0 ) t1 = 0;
- if ( t2 > 1 ) t2 = 1;
- const pt1 = this.getPoint( t1 );
- const pt2 = this.getPoint( t2 );
- const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
- tangent.copy( pt2 ).sub( pt1 ).normalize();
- return tangent;
- }
- getTangentAt( u, optionalTarget ) {
- const t = this.getUtoTmapping( u );
- return this.getTangent( t, optionalTarget );
- }
- computeFrenetFrames( segments, closed ) {
- // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- const normal = new Vector3();
- const tangents = [];
- const normals = [];
- const binormals = [];
- const vec = new Vector3();
- const mat = new Matrix4();
- // compute the tangent vectors for each segment on the curve
- for ( let i = 0; i <= segments; i ++ ) {
- const u = i / segments;
- tangents[ i ] = this.getTangentAt( u, new Vector3() );
- tangents[ i ].normalize();
- }
- // select an initial normal vector perpendicular to the first tangent vector,
- // and in the direction of the minimum tangent xyz component
- normals[ 0 ] = new Vector3();
- binormals[ 0 ] = new Vector3();
- let min = Number.MAX_VALUE;
- const tx = Math.abs( tangents[ 0 ].x );
- const ty = Math.abs( tangents[ 0 ].y );
- const tz = Math.abs( tangents[ 0 ].z );
- if ( tx <= min ) {
- min = tx;
- normal.set( 1, 0, 0 );
- }
- if ( ty <= min ) {
- min = ty;
- normal.set( 0, 1, 0 );
- }
- if ( tz <= min ) {
- normal.set( 0, 0, 1 );
- }
- vec.crossVectors( tangents[ 0 ], normal ).normalize();
- normals[ 0 ].crossVectors( tangents[ 0 ], vec );
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
- // compute the slowly-varying normal and binormal vectors for each segment on the curve
- for ( let i = 1; i <= segments; i ++ ) {
- normals[ i ] = normals[ i - 1 ].clone();
- binormals[ i ] = binormals[ i - 1 ].clone();
- vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
- if ( vec.length() > Number.EPSILON ) {
- vec.normalize();
- const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
- normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
- }
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
- if ( closed === true ) {
- let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
- theta /= segments;
- if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
- theta = - theta;
- }
- for ( let i = 1; i <= segments; i ++ ) {
- // twist a little...
- normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- }
- return {
- tangents: tangents,
- normals: normals,
- binormals: binormals
- };
- }
- clone() {
- return new this.constructor().copy( this );
- }
- copy( source ) {
- this.arcLengthDivisions = source.arcLengthDivisions;
- return this;
- }
- toJSON() {
- const data = {
- metadata: {
- version: 4.5,
- type: 'Curve',
- generator: 'Curve.toJSON'
- }
- };
- data.arcLengthDivisions = this.arcLengthDivisions;
- data.type = this.type;
- return data;
- }
- fromJSON( json ) {
- this.arcLengthDivisions = json.arcLengthDivisions;
- return this;
- }
- }
- class EllipseCurve extends Curve {
- constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
- super();
- this.type = 'EllipseCurve';
- this.aX = aX;
- this.aY = aY;
- this.xRadius = xRadius;
- this.yRadius = yRadius;
- this.aStartAngle = aStartAngle;
- this.aEndAngle = aEndAngle;
- this.aClockwise = aClockwise;
- this.aRotation = aRotation;
- }
- getPoint( t, optionalTarget ) {
- const point = optionalTarget || new Vector2();
- const twoPi = Math.PI * 2;
- let deltaAngle = this.aEndAngle - this.aStartAngle;
- const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
- // ensures that deltaAngle is 0 .. 2 PI
- while ( deltaAngle < 0 ) deltaAngle += twoPi;
- while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
- if ( deltaAngle < Number.EPSILON ) {
- if ( samePoints ) {
- deltaAngle = 0;
- } else {
- deltaAngle = twoPi;
- }
- }
- if ( this.aClockwise === true && ! samePoints ) {
- if ( deltaAngle === twoPi ) {
- deltaAngle = - twoPi;
- } else {
- deltaAngle = deltaAngle - twoPi;
- }
- }
- const angle = this.aStartAngle + t * deltaAngle;
- let x = this.aX + this.xRadius * Math.cos( angle );
- let y = this.aY + this.yRadius * Math.sin( angle );
- if ( this.aRotation !== 0 ) {
- const cos = Math.cos( this.aRotation );
- const sin = Math.sin( this.aRotation );
- const tx = x - this.aX;
- const ty = y - this.aY;
- // Rotate the point about the center of the ellipse.
- x = tx * cos - ty * sin + this.aX;
- y = tx * sin + ty * cos + this.aY;
- }
- return point.set( x, y );
- }
- copy( source ) {
- super.copy( source );
- this.aX = source.aX;
- this.aY = source.aY;
- this.xRadius = source.xRadius;
- this.yRadius = source.yRadius;
- this.aStartAngle = source.aStartAngle;
- this.aEndAngle = source.aEndAngle;
- this.aClockwise = source.aClockwise;
- this.aRotation = source.aRotation;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.aX = this.aX;
- data.aY = this.aY;
- data.xRadius = this.xRadius;
- data.yRadius = this.yRadius;
- data.aStartAngle = this.aStartAngle;
- data.aEndAngle = this.aEndAngle;
- data.aClockwise = this.aClockwise;
- data.aRotation = this.aRotation;
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.aX = json.aX;
- this.aY = json.aY;
- this.xRadius = json.xRadius;
- this.yRadius = json.yRadius;
- this.aStartAngle = json.aStartAngle;
- this.aEndAngle = json.aEndAngle;
- this.aClockwise = json.aClockwise;
- this.aRotation = json.aRotation;
- return this;
- }
- }
- EllipseCurve.prototype.isEllipseCurve = true;
- class ArcCurve extends EllipseCurve {
- constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- this.type = 'ArcCurve';
- }
- }
- ArcCurve.prototype.isArcCurve = true;
- /**
- * Centripetal CatmullRom Curve - which is useful for avoiding
- * cusps and self-intersections in non-uniform catmull rom curves.
- * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
- *
- * curve.type accepts centripetal(default), chordal and catmullrom
- * curve.tension is used for catmullrom which defaults to 0.5
- */
- /*
- Based on an optimized c++ solution in
- - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
- - http://ideone.com/NoEbVM
- This CubicPoly class could be used for reusing some variables and calculations,
- but for three.js curve use, it could be possible inlined and flatten into a single function call
- which can be placed in CurveUtils.
- */
- function CubicPoly() {
- let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
- /*
- * Compute coefficients for a cubic polynomial
- * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
- * such that
- * p(0) = x0, p(1) = x1
- * and
- * p'(0) = t0, p'(1) = t1.
- */
- function init( x0, x1, t0, t1 ) {
- c0 = x0;
- c1 = t0;
- c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
- c3 = 2 * x0 - 2 * x1 + t0 + t1;
- }
- return {
- initCatmullRom: function ( x0, x1, x2, x3, tension ) {
- init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
- },
- initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
- // compute tangents when parameterized in [t1,t2]
- let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
- let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
- // rescale tangents for parametrization in [0,1]
- t1 *= dt1;
- t2 *= dt1;
- init( x1, x2, t1, t2 );
- },
- calc: function ( t ) {
- const t2 = t * t;
- const t3 = t2 * t;
- return c0 + c1 * t + c2 * t2 + c3 * t3;
- }
- };
- }
- //
- const tmp = new Vector3();
- const px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
- class CatmullRomCurve3 extends Curve {
- constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
- super();
- this.type = 'CatmullRomCurve3';
- this.points = points;
- this.closed = closed;
- this.curveType = curveType;
- this.tension = tension;
- }
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- const points = this.points;
- const l = points.length;
- const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
- let intPoint = Math.floor( p );
- let weight = p - intPoint;
- if ( this.closed ) {
- intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
- } else if ( weight === 0 && intPoint === l - 1 ) {
- intPoint = l - 2;
- weight = 1;
- }
- let p0, p3; // 4 points (p1 & p2 defined below)
- if ( this.closed || intPoint > 0 ) {
- p0 = points[ ( intPoint - 1 ) % l ];
- } else {
- // extrapolate first point
- tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
- p0 = tmp;
- }
- const p1 = points[ intPoint % l ];
- const p2 = points[ ( intPoint + 1 ) % l ];
- if ( this.closed || intPoint + 2 < l ) {
- p3 = points[ ( intPoint + 2 ) % l ];
- } else {
- // extrapolate last point
- tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
- p3 = tmp;
- }
- if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
- // init Centripetal / Chordal Catmull-Rom
- const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
- let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
- let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
- let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
- // safety check for repeated points
- if ( dt1 < 1e-4 ) dt1 = 1.0;
- if ( dt0 < 1e-4 ) dt0 = dt1;
- if ( dt2 < 1e-4 ) dt2 = dt1;
- px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
- py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
- pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
- } else if ( this.curveType === 'catmullrom' ) {
- px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
- py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
- pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
- }
- point.set(
- px.calc( weight ),
- py.calc( weight ),
- pz.calc( weight )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.points = [];
- for ( let i = 0, l = source.points.length; i < l; i ++ ) {
- const point = source.points[ i ];
- this.points.push( point.clone() );
- }
- this.closed = source.closed;
- this.curveType = source.curveType;
- this.tension = source.tension;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.points = [];
- for ( let i = 0, l = this.points.length; i < l; i ++ ) {
- const point = this.points[ i ];
- data.points.push( point.toArray() );
- }
- data.closed = this.closed;
- data.curveType = this.curveType;
- data.tension = this.tension;
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.points = [];
- for ( let i = 0, l = json.points.length; i < l; i ++ ) {
- const point = json.points[ i ];
- this.points.push( new Vector3().fromArray( point ) );
- }
- this.closed = json.closed;
- this.curveType = json.curveType;
- this.tension = json.tension;
- return this;
- }
- }
- CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
- /**
- * Bezier Curves formulas obtained from
- * http://en.wikipedia.org/wiki/Bézier_curve
- */
- function CatmullRom( t, p0, p1, p2, p3 ) {
- const v0 = ( p2 - p0 ) * 0.5;
- const v1 = ( p3 - p1 ) * 0.5;
- const t2 = t * t;
- const t3 = t * t2;
- return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- }
- //
- function QuadraticBezierP0( t, p ) {
- const k = 1 - t;
- return k * k * p;
- }
- function QuadraticBezierP1( t, p ) {
- return 2 * ( 1 - t ) * t * p;
- }
- function QuadraticBezierP2( t, p ) {
- return t * t * p;
- }
- function QuadraticBezier( t, p0, p1, p2 ) {
- return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
- QuadraticBezierP2( t, p2 );
- }
- //
- function CubicBezierP0( t, p ) {
- const k = 1 - t;
- return k * k * k * p;
- }
- function CubicBezierP1( t, p ) {
- const k = 1 - t;
- return 3 * k * k * t * p;
- }
- function CubicBezierP2( t, p ) {
- return 3 * ( 1 - t ) * t * t * p;
- }
- function CubicBezierP3( t, p ) {
- return t * t * t * p;
- }
- function CubicBezier( t, p0, p1, p2, p3 ) {
- return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
- CubicBezierP3( t, p3 );
- }
- class CubicBezierCurve extends Curve {
- constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
- super();
- this.type = 'CubicBezierCurve';
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- }
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
- point.set(
- CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
- CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- this.v3.copy( source.v3 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- data.v3 = this.v3.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- this.v3.fromArray( json.v3 );
- return this;
- }
- }
- CubicBezierCurve.prototype.isCubicBezierCurve = true;
- class CubicBezierCurve3 extends Curve {
- constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
- super();
- this.type = 'CubicBezierCurve3';
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- }
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
- point.set(
- CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
- CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
- CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- this.v3.copy( source.v3 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- data.v3 = this.v3.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- this.v3.fromArray( json.v3 );
- return this;
- }
- }
- CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
- class LineCurve extends Curve {
- constructor( v1 = new Vector2(), v2 = new Vector2() ) {
- super();
- this.type = 'LineCurve';
- this.v1 = v1;
- this.v2 = v2;
- }
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- if ( t === 1 ) {
- point.copy( this.v2 );
- } else {
- point.copy( this.v2 ).sub( this.v1 );
- point.multiplyScalar( t ).add( this.v1 );
- }
- return point;
- }
- // Line curve is linear, so we can overwrite default getPointAt
- getPointAt( u, optionalTarget ) {
- return this.getPoint( u, optionalTarget );
- }
- getTangent( t, optionalTarget ) {
- const tangent = optionalTarget || new Vector2();
- tangent.copy( this.v2 ).sub( this.v1 ).normalize();
- return tangent;
- }
- copy( source ) {
- super.copy( source );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- LineCurve.prototype.isLineCurve = true;
- class LineCurve3 extends Curve {
- constructor( v1 = new Vector3(), v2 = new Vector3() ) {
- super();
- this.type = 'LineCurve3';
- this.isLineCurve3 = true;
- this.v1 = v1;
- this.v2 = v2;
- }
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- if ( t === 1 ) {
- point.copy( this.v2 );
- } else {
- point.copy( this.v2 ).sub( this.v1 );
- point.multiplyScalar( t ).add( this.v1 );
- }
- return point;
- }
- // Line curve is linear, so we can overwrite default getPointAt
- getPointAt( u, optionalTarget ) {
- return this.getPoint( u, optionalTarget );
- }
- copy( source ) {
- super.copy( source );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- class QuadraticBezierCurve extends Curve {
- constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
- super();
- this.type = 'QuadraticBezierCurve';
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- }
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2;
- point.set(
- QuadraticBezier( t, v0.x, v1.x, v2.x ),
- QuadraticBezier( t, v0.y, v1.y, v2.y )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
- class QuadraticBezierCurve3 extends Curve {
- constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
- super();
- this.type = 'QuadraticBezierCurve3';
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- }
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2;
- point.set(
- QuadraticBezier( t, v0.x, v1.x, v2.x ),
- QuadraticBezier( t, v0.y, v1.y, v2.y ),
- QuadraticBezier( t, v0.z, v1.z, v2.z )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
- class SplineCurve extends Curve {
- constructor( points = [] ) {
- super();
- this.type = 'SplineCurve';
- this.points = points;
- }
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- const points = this.points;
- const p = ( points.length - 1 ) * t;
- const intPoint = Math.floor( p );
- const weight = p - intPoint;
- const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
- const p1 = points[ intPoint ];
- const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
- const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
- point.set(
- CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
- CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.points = [];
- for ( let i = 0, l = source.points.length; i < l; i ++ ) {
- const point = source.points[ i ];
- this.points.push( point.clone() );
- }
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.points = [];
- for ( let i = 0, l = this.points.length; i < l; i ++ ) {
- const point = this.points[ i ];
- data.points.push( point.toArray() );
- }
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.points = [];
- for ( let i = 0, l = json.points.length; i < l; i ++ ) {
- const point = json.points[ i ];
- this.points.push( new Vector2().fromArray( point ) );
- }
- return this;
- }
- }
- SplineCurve.prototype.isSplineCurve = true;
- var Curves = /*#__PURE__*/Object.freeze({
- __proto__: null,
- ArcCurve: ArcCurve,
- CatmullRomCurve3: CatmullRomCurve3,
- CubicBezierCurve: CubicBezierCurve,
- CubicBezierCurve3: CubicBezierCurve3,
- EllipseCurve: EllipseCurve,
- LineCurve: LineCurve,
- LineCurve3: LineCurve3,
- QuadraticBezierCurve: QuadraticBezierCurve,
- QuadraticBezierCurve3: QuadraticBezierCurve3,
- SplineCurve: SplineCurve
- });
- /**
- * Port from https://github.com/mapbox/earcut (v2.2.2)
- */
- const Earcut = {
- triangulate: function ( data, holeIndices, dim = 2 ) {
- const hasHoles = holeIndices && holeIndices.length;
- const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
- let outerNode = linkedList( data, 0, outerLen, dim, true );
- const triangles = [];
- if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
- let minX, minY, maxX, maxY, x, y, invSize;
- if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
- // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
- if ( data.length > 80 * dim ) {
- minX = maxX = data[ 0 ];
- minY = maxY = data[ 1 ];
- for ( let i = dim; i < outerLen; i += dim ) {
- x = data[ i ];
- y = data[ i + 1 ];
- if ( x < minX ) minX = x;
- if ( y < minY ) minY = y;
- if ( x > maxX ) maxX = x;
- if ( y > maxY ) maxY = y;
- }
- // minX, minY and invSize are later used to transform coords into integers for z-order calculation
- invSize = Math.max( maxX - minX, maxY - minY );
- invSize = invSize !== 0 ? 1 / invSize : 0;
- }
- earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
- return triangles;
- }
- };
- // create a circular doubly linked list from polygon points in the specified winding order
- function linkedList( data, start, end, dim, clockwise ) {
- let i, last;
- if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
- for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
- } else {
- for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
- }
- if ( last && equals( last, last.next ) ) {
- removeNode( last );
- last = last.next;
- }
- return last;
- }
- // eliminate colinear or duplicate points
- function filterPoints( start, end ) {
- if ( ! start ) return start;
- if ( ! end ) end = start;
- let p = start,
- again;
- do {
- again = false;
- if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
- removeNode( p );
- p = end = p.prev;
- if ( p === p.next ) break;
- again = true;
- } else {
- p = p.next;
- }
- } while ( again || p !== end );
- return end;
- }
- // main ear slicing loop which triangulates a polygon (given as a linked list)
- function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
- if ( ! ear ) return;
- // interlink polygon nodes in z-order
- if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
- let stop = ear,
- prev, next;
- // iterate through ears, slicing them one by one
- while ( ear.prev !== ear.next ) {
- prev = ear.prev;
- next = ear.next;
- if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
- // cut off the triangle
- triangles.push( prev.i / dim );
- triangles.push( ear.i / dim );
- triangles.push( next.i / dim );
- removeNode( ear );
- // skipping the next vertex leads to less sliver triangles
- ear = next.next;
- stop = next.next;
- continue;
- }
- ear = next;
- // if we looped through the whole remaining polygon and can't find any more ears
- if ( ear === stop ) {
- // try filtering points and slicing again
- if ( ! pass ) {
- earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
- // if this didn't work, try curing all small self-intersections locally
- } else if ( pass === 1 ) {
- ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
- earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
- // as a last resort, try splitting the remaining polygon into two
- } else if ( pass === 2 ) {
- splitEarcut( ear, triangles, dim, minX, minY, invSize );
- }
- break;
- }
- }
- }
- // check whether a polygon node forms a valid ear with adjacent nodes
- function isEar( ear ) {
- const a = ear.prev,
- b = ear,
- c = ear.next;
- if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
- // now make sure we don't have other points inside the potential ear
- let p = ear.next.next;
- while ( p !== ear.prev ) {
- if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
- area( p.prev, p, p.next ) >= 0 ) return false;
- p = p.next;
- }
- return true;
- }
- function isEarHashed( ear, minX, minY, invSize ) {
- const a = ear.prev,
- b = ear,
- c = ear.next;
- if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
- // triangle bbox; min & max are calculated like this for speed
- const minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
- minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
- maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
- maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
- // z-order range for the current triangle bbox;
- const minZ = zOrder( minTX, minTY, minX, minY, invSize ),
- maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
- let p = ear.prevZ,
- n = ear.nextZ;
- // look for points inside the triangle in both directions
- while ( p && p.z >= minZ && n && n.z <= maxZ ) {
- if ( p !== ear.prev && p !== ear.next &&
- pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
- area( p.prev, p, p.next ) >= 0 ) return false;
- p = p.prevZ;
- if ( n !== ear.prev && n !== ear.next &&
- pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
- area( n.prev, n, n.next ) >= 0 ) return false;
- n = n.nextZ;
- }
- // look for remaining points in decreasing z-order
- while ( p && p.z >= minZ ) {
- if ( p !== ear.prev && p !== ear.next &&
- pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
- area( p.prev, p, p.next ) >= 0 ) return false;
- p = p.prevZ;
- }
- // look for remaining points in increasing z-order
- while ( n && n.z <= maxZ ) {
- if ( n !== ear.prev && n !== ear.next &&
- pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
- area( n.prev, n, n.next ) >= 0 ) return false;
- n = n.nextZ;
- }
- return true;
- }
- // go through all polygon nodes and cure small local self-intersections
- function cureLocalIntersections( start, triangles, dim ) {
- let p = start;
- do {
- const a = p.prev,
- b = p.next.next;
- if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
- triangles.push( a.i / dim );
- triangles.push( p.i / dim );
- triangles.push( b.i / dim );
- // remove two nodes involved
- removeNode( p );
- removeNode( p.next );
- p = start = b;
- }
- p = p.next;
- } while ( p !== start );
- return filterPoints( p );
- }
- // try splitting polygon into two and triangulate them independently
- function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
- // look for a valid diagonal that divides the polygon into two
- let a = start;
- do {
- let b = a.next.next;
- while ( b !== a.prev ) {
- if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
- // split the polygon in two by the diagonal
- let c = splitPolygon( a, b );
- // filter colinear points around the cuts
- a = filterPoints( a, a.next );
- c = filterPoints( c, c.next );
- // run earcut on each half
- earcutLinked( a, triangles, dim, minX, minY, invSize );
- earcutLinked( c, triangles, dim, minX, minY, invSize );
- return;
- }
- b = b.next;
- }
- a = a.next;
- } while ( a !== start );
- }
- // link every hole into the outer loop, producing a single-ring polygon without holes
- function eliminateHoles( data, holeIndices, outerNode, dim ) {
- const queue = [];
- let i, len, start, end, list;
- for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
- start = holeIndices[ i ] * dim;
- end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
- list = linkedList( data, start, end, dim, false );
- if ( list === list.next ) list.steiner = true;
- queue.push( getLeftmost( list ) );
- }
- queue.sort( compareX );
- // process holes from left to right
- for ( i = 0; i < queue.length; i ++ ) {
- eliminateHole( queue[ i ], outerNode );
- outerNode = filterPoints( outerNode, outerNode.next );
- }
- return outerNode;
- }
- function compareX( a, b ) {
- return a.x - b.x;
- }
- // find a bridge between vertices that connects hole with an outer ring and and link it
- function eliminateHole( hole, outerNode ) {
- outerNode = findHoleBridge( hole, outerNode );
- if ( outerNode ) {
- const b = splitPolygon( outerNode, hole );
- // filter collinear points around the cuts
- filterPoints( outerNode, outerNode.next );
- filterPoints( b, b.next );
- }
- }
- // David Eberly's algorithm for finding a bridge between hole and outer polygon
- function findHoleBridge( hole, outerNode ) {
- let p = outerNode;
- const hx = hole.x;
- const hy = hole.y;
- let qx = - Infinity, m;
- // find a segment intersected by a ray from the hole's leftmost point to the left;
- // segment's endpoint with lesser x will be potential connection point
- do {
- if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
- const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
- if ( x <= hx && x > qx ) {
- qx = x;
- if ( x === hx ) {
- if ( hy === p.y ) return p;
- if ( hy === p.next.y ) return p.next;
- }
- m = p.x < p.next.x ? p : p.next;
- }
- }
- p = p.next;
- } while ( p !== outerNode );
- if ( ! m ) return null;
- if ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint
- // look for points inside the triangle of hole point, segment intersection and endpoint;
- // if there are no points found, we have a valid connection;
- // otherwise choose the point of the minimum angle with the ray as connection point
- const stop = m,
- mx = m.x,
- my = m.y;
- let tanMin = Infinity, tan;
- p = m;
- do {
- if ( hx >= p.x && p.x >= mx && hx !== p.x &&
- pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
- tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
- if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
- m = p;
- tanMin = tan;
- }
- }
- p = p.next;
- } while ( p !== stop );
- return m;
- }
- // whether sector in vertex m contains sector in vertex p in the same coordinates
- function sectorContainsSector( m, p ) {
- return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
- }
- // interlink polygon nodes in z-order
- function indexCurve( start, minX, minY, invSize ) {
- let p = start;
- do {
- if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
- p.prevZ = p.prev;
- p.nextZ = p.next;
- p = p.next;
- } while ( p !== start );
- p.prevZ.nextZ = null;
- p.prevZ = null;
- sortLinked( p );
- }
- // Simon Tatham's linked list merge sort algorithm
- // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
- function sortLinked( list ) {
- let i, p, q, e, tail, numMerges, pSize, qSize,
- inSize = 1;
- do {
- p = list;
- list = null;
- tail = null;
- numMerges = 0;
- while ( p ) {
- numMerges ++;
- q = p;
- pSize = 0;
- for ( i = 0; i < inSize; i ++ ) {
- pSize ++;
- q = q.nextZ;
- if ( ! q ) break;
- }
- qSize = inSize;
- while ( pSize > 0 || ( qSize > 0 && q ) ) {
- if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
- e = p;
- p = p.nextZ;
- pSize --;
- } else {
- e = q;
- q = q.nextZ;
- qSize --;
- }
- if ( tail ) tail.nextZ = e;
- else list = e;
- e.prevZ = tail;
- tail = e;
- }
- p = q;
- }
- tail.nextZ = null;
- inSize *= 2;
- } while ( numMerges > 1 );
- return list;
- }
- // z-order of a point given coords and inverse of the longer side of data bbox
- function zOrder( x, y, minX, minY, invSize ) {
- // coords are transformed into non-negative 15-bit integer range
- x = 32767 * ( x - minX ) * invSize;
- y = 32767 * ( y - minY ) * invSize;
- x = ( x | ( x << 8 ) ) & 0x00FF00FF;
- x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
- x = ( x | ( x << 2 ) ) & 0x33333333;
- x = ( x | ( x << 1 ) ) & 0x55555555;
- y = ( y | ( y << 8 ) ) & 0x00FF00FF;
- y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
- y = ( y | ( y << 2 ) ) & 0x33333333;
- y = ( y | ( y << 1 ) ) & 0x55555555;
- return x | ( y << 1 );
- }
- // find the leftmost node of a polygon ring
- function getLeftmost( start ) {
- let p = start,
- leftmost = start;
- do {
- if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
- p = p.next;
- } while ( p !== start );
- return leftmost;
- }
- // check if a point lies within a convex triangle
- function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
- return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
- ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
- ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
- }
- // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
- function isValidDiagonal( a, b ) {
- return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
- ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
- ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
- equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
- }
- // signed area of a triangle
- function area( p, q, r ) {
- return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
- }
- // check if two points are equal
- function equals( p1, p2 ) {
- return p1.x === p2.x && p1.y === p2.y;
- }
- // check if two segments intersect
- function intersects( p1, q1, p2, q2 ) {
- const o1 = sign( area( p1, q1, p2 ) );
- const o2 = sign( area( p1, q1, q2 ) );
- const o3 = sign( area( p2, q2, p1 ) );
- const o4 = sign( area( p2, q2, q1 ) );
- if ( o1 !== o2 && o3 !== o4 ) return true; // general case
- if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
- if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
- if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
- if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
- return false;
- }
- // for collinear points p, q, r, check if point q lies on segment pr
- function onSegment( p, q, r ) {
- return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
- }
- function sign( num ) {
- return num > 0 ? 1 : num < 0 ? - 1 : 0;
- }
- // check if a polygon diagonal intersects any polygon segments
- function intersectsPolygon( a, b ) {
- let p = a;
- do {
- if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
- intersects( p, p.next, a, b ) ) return true;
- p = p.next;
- } while ( p !== a );
- return false;
- }
- // check if a polygon diagonal is locally inside the polygon
- function locallyInside( a, b ) {
- return area( a.prev, a, a.next ) < 0 ?
- area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
- area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
- }
- // check if the middle point of a polygon diagonal is inside the polygon
- function middleInside( a, b ) {
- let p = a,
- inside = false;
- const px = ( a.x + b.x ) / 2,
- py = ( a.y + b.y ) / 2;
- do {
- if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
- ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
- inside = ! inside;
- p = p.next;
- } while ( p !== a );
- return inside;
- }
- // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
- // if one belongs to the outer ring and another to a hole, it merges it into a single ring
- function splitPolygon( a, b ) {
- const a2 = new Node$1( a.i, a.x, a.y ),
- b2 = new Node$1( b.i, b.x, b.y ),
- an = a.next,
- bp = b.prev;
- a.next = b;
- b.prev = a;
- a2.next = an;
- an.prev = a2;
- b2.next = a2;
- a2.prev = b2;
- bp.next = b2;
- b2.prev = bp;
- return b2;
- }
- // create a node and optionally link it with previous one (in a circular doubly linked list)
- function insertNode( i, x, y, last ) {
- const p = new Node$1( i, x, y );
- if ( ! last ) {
- p.prev = p;
- p.next = p;
- } else {
- p.next = last.next;
- p.prev = last;
- last.next.prev = p;
- last.next = p;
- }
- return p;
- }
- function removeNode( p ) {
- p.next.prev = p.prev;
- p.prev.next = p.next;
- if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
- if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
- }
- function Node$1( i, x, y ) {
- // vertex index in coordinates array
- this.i = i;
- // vertex coordinates
- this.x = x;
- this.y = y;
- // previous and next vertex nodes in a polygon ring
- this.prev = null;
- this.next = null;
- // z-order curve value
- this.z = null;
- // previous and next nodes in z-order
- this.prevZ = null;
- this.nextZ = null;
- // indicates whether this is a steiner point
- this.steiner = false;
- }
- function signedArea( data, start, end, dim ) {
- let sum = 0;
- for ( let i = start, j = end - dim; i < end; i += dim ) {
- sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
- j = i;
- }
- return sum;
- }
- class ShapeUtils {
- // calculate area of the contour polygon
- static area( contour ) {
- const n = contour.length;
- let a = 0.0;
- for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
- a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
- }
- return a * 0.5;
- }
- static isClockWise( pts ) {
- return ShapeUtils.area( pts ) < 0;
- }
- static triangulateShape( contour, holes ) {
- const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
- const holeIndices = []; // array of hole indices
- const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
- removeDupEndPts( contour );
- addContour( vertices, contour );
- //
- let holeIndex = contour.length;
- holes.forEach( removeDupEndPts );
- for ( let i = 0; i < holes.length; i ++ ) {
- holeIndices.push( holeIndex );
- holeIndex += holes[ i ].length;
- addContour( vertices, holes[ i ] );
- }
- //
- const triangles = Earcut.triangulate( vertices, holeIndices );
- //
- for ( let i = 0; i < triangles.length; i += 3 ) {
- faces.push( triangles.slice( i, i + 3 ) );
- }
- return faces;
- }
- }
- function removeDupEndPts( points ) {
- const l = points.length;
- if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
- points.pop();
- }
- }
- function addContour( vertices, contour ) {
- for ( let i = 0; i < contour.length; i ++ ) {
- vertices.push( contour[ i ].x );
- vertices.push( contour[ i ].y );
- }
- }
- /**
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- * curveSegments: <int>, // number of points on the curves
- * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
- * depth: <float>, // Depth to extrude the shape
- *
- * bevelEnabled: <bool>, // turn on bevel
- * bevelThickness: <float>, // how deep into the original shape bevel goes
- * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
- * bevelOffset: <float>, // how far from shape outline does bevel start
- * bevelSegments: <int>, // number of bevel layers
- *
- * extrudePath: <THREE.Curve> // curve to extrude shape along
- *
- * UVGenerator: <Object> // object that provides UV generator functions
- *
- * }
- */
- class ExtrudeGeometry extends BufferGeometry {
- constructor( shapes, options ) {
- super();
- this.type = 'ExtrudeGeometry';
- this.parameters = {
- shapes: shapes,
- options: options
- };
- shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
- const scope = this;
- const verticesArray = [];
- const uvArray = [];
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- addShape( shape );
- }
- // build geometry
- this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
- this.computeVertexNormals();
- // functions
- function addShape( shape ) {
- const placeholder = [];
- // options
- const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
- const steps = options.steps !== undefined ? options.steps : 1;
- let depth = options.depth !== undefined ? options.depth : 100;
- let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
- let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
- let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
- let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
- let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
- const extrudePath = options.extrudePath;
- const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
- // deprecated options
- if ( options.amount !== undefined ) {
- console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
- depth = options.amount;
- }
- //
- let extrudePts, extrudeByPath = false;
- let splineTube, binormal, normal, position2;
- if ( extrudePath ) {
- extrudePts = extrudePath.getSpacedPoints( steps );
- extrudeByPath = true;
- bevelEnabled = false; // bevels not supported for path extrusion
- // SETUP TNB variables
- // TODO1 - have a .isClosed in spline?
- splineTube = extrudePath.computeFrenetFrames( steps, false );
- // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
- binormal = new Vector3();
- normal = new Vector3();
- position2 = new Vector3();
- }
- // Safeguards if bevels are not enabled
- if ( ! bevelEnabled ) {
- bevelSegments = 0;
- bevelThickness = 0;
- bevelSize = 0;
- bevelOffset = 0;
- }
- // Variables initialization
- const shapePoints = shape.extractPoints( curveSegments );
- let vertices = shapePoints.shape;
- const holes = shapePoints.holes;
- const reverse = ! ShapeUtils.isClockWise( vertices );
- if ( reverse ) {
- vertices = vertices.reverse();
- // Maybe we should also check if holes are in the opposite direction, just to be safe ...
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- if ( ShapeUtils.isClockWise( ahole ) ) {
- holes[ h ] = ahole.reverse();
- }
- }
- }
- const faces = ShapeUtils.triangulateShape( vertices, holes );
- /* Vertices */
- const contour = vertices; // vertices has all points but contour has only points of circumference
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- vertices = vertices.concat( ahole );
- }
- function scalePt2( pt, vec, size ) {
- if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
- return vec.clone().multiplyScalar( size ).add( pt );
- }
- const vlen = vertices.length, flen = faces.length;
- // Find directions for point movement
- function getBevelVec( inPt, inPrev, inNext ) {
- // computes for inPt the corresponding point inPt' on a new contour
- // shifted by 1 unit (length of normalized vector) to the left
- // if we walk along contour clockwise, this new contour is outside the old one
- //
- // inPt' is the intersection of the two lines parallel to the two
- // adjacent edges of inPt at a distance of 1 unit on the left side.
- let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
- // good reading for geometry algorithms (here: line-line intersection)
- // http://geomalgorithms.com/a05-_intersect-1.html
- const v_prev_x = inPt.x - inPrev.x,
- v_prev_y = inPt.y - inPrev.y;
- const v_next_x = inNext.x - inPt.x,
- v_next_y = inNext.y - inPt.y;
- const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
- // check for collinear edges
- const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
- if ( Math.abs( collinear0 ) > Number.EPSILON ) {
- // not collinear
- // length of vectors for normalizing
- const v_prev_len = Math.sqrt( v_prev_lensq );
- const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
- // shift adjacent points by unit vectors to the left
- const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
- const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
- const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
- const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
- // scaling factor for v_prev to intersection point
- const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
- ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
- ( v_prev_x * v_next_y - v_prev_y * v_next_x );
- // vector from inPt to intersection point
- v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
- v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
- // Don't normalize!, otherwise sharp corners become ugly
- // but prevent crazy spikes
- const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
- if ( v_trans_lensq <= 2 ) {
- return new Vector2( v_trans_x, v_trans_y );
- } else {
- shrink_by = Math.sqrt( v_trans_lensq / 2 );
- }
- } else {
- // handle special case of collinear edges
- let direction_eq = false; // assumes: opposite
- if ( v_prev_x > Number.EPSILON ) {
- if ( v_next_x > Number.EPSILON ) {
- direction_eq = true;
- }
- } else {
- if ( v_prev_x < - Number.EPSILON ) {
- if ( v_next_x < - Number.EPSILON ) {
- direction_eq = true;
- }
- } else {
- if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
- direction_eq = true;
- }
- }
- }
- if ( direction_eq ) {
- // console.log("Warning: lines are a straight sequence");
- v_trans_x = - v_prev_y;
- v_trans_y = v_prev_x;
- shrink_by = Math.sqrt( v_prev_lensq );
- } else {
- // console.log("Warning: lines are a straight spike");
- v_trans_x = v_prev_x;
- v_trans_y = v_prev_y;
- shrink_by = Math.sqrt( v_prev_lensq / 2 );
- }
- }
- return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
- }
- const contourMovements = [];
- for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- // console.log('i,j,k', i, j , k)
- contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
- }
- const holesMovements = [];
- let oneHoleMovements, verticesMovements = contourMovements.concat();
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- oneHoleMovements = [];
- for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
- }
- holesMovements.push( oneHoleMovements );
- verticesMovements = verticesMovements.concat( oneHoleMovements );
- }
- // Loop bevelSegments, 1 for the front, 1 for the back
- for ( let b = 0; b < bevelSegments; b ++ ) {
- //for ( b = bevelSegments; b > 0; b -- ) {
- const t = b / bevelSegments;
- const z = bevelThickness * Math.cos( t * Math.PI / 2 );
- const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
- // contract shape
- for ( let i = 0, il = contour.length; i < il; i ++ ) {
- const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, - z );
- }
- // expand holes
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- for ( let i = 0, il = ahole.length; i < il; i ++ ) {
- const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- v( vert.x, vert.y, - z );
- }
- }
- }
- const bs = bevelSize + bevelOffset;
- // Back facing vertices
- for ( let i = 0; i < vlen; i ++ ) {
- const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, 0 );
- } else {
- // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
- normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
- position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
- v( position2.x, position2.y, position2.z );
- }
- }
- // Add stepped vertices...
- // Including front facing vertices
- for ( let s = 1; s <= steps; s ++ ) {
- for ( let i = 0; i < vlen; i ++ ) {
- const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, depth / steps * s );
- } else {
- // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
- normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
- position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
- v( position2.x, position2.y, position2.z );
- }
- }
- }
- // Add bevel segments planes
- //for ( b = 1; b <= bevelSegments; b ++ ) {
- for ( let b = bevelSegments - 1; b >= 0; b -- ) {
- const t = b / bevelSegments;
- const z = bevelThickness * Math.cos( t * Math.PI / 2 );
- const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
- // contract shape
- for ( let i = 0, il = contour.length; i < il; i ++ ) {
- const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, depth + z );
- }
- // expand holes
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- for ( let i = 0, il = ahole.length; i < il; i ++ ) {
- const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, depth + z );
- } else {
- v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
- }
- }
- }
- }
- /* Faces */
- // Top and bottom faces
- buildLidFaces();
- // Sides faces
- buildSideFaces();
- ///// Internal functions
- function buildLidFaces() {
- const start = verticesArray.length / 3;
- if ( bevelEnabled ) {
- let layer = 0; // steps + 1
- let offset = vlen * layer;
- // Bottom faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
- }
- layer = steps + bevelSegments * 2;
- offset = vlen * layer;
- // Top faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
- }
- } else {
- // Bottom faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 2 ], face[ 1 ], face[ 0 ] );
- }
- // Top faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
- }
- }
- scope.addGroup( start, verticesArray.length / 3 - start, 0 );
- }
- // Create faces for the z-sides of the shape
- function buildSideFaces() {
- const start = verticesArray.length / 3;
- let layeroffset = 0;
- sidewalls( contour, layeroffset );
- layeroffset += contour.length;
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- sidewalls( ahole, layeroffset );
- //, true
- layeroffset += ahole.length;
- }
- scope.addGroup( start, verticesArray.length / 3 - start, 1 );
- }
- function sidewalls( contour, layeroffset ) {
- let i = contour.length;
- while ( -- i >= 0 ) {
- const j = i;
- let k = i - 1;
- if ( k < 0 ) k = contour.length - 1;
- //console.log('b', i,j, i-1, k,vertices.length);
- for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
- const slen1 = vlen * s;
- const slen2 = vlen * ( s + 1 );
- const a = layeroffset + j + slen1,
- b = layeroffset + k + slen1,
- c = layeroffset + k + slen2,
- d = layeroffset + j + slen2;
- f4( a, b, c, d );
- }
- }
- }
- function v( x, y, z ) {
- placeholder.push( x );
- placeholder.push( y );
- placeholder.push( z );
- }
- function f3( a, b, c ) {
- addVertex( a );
- addVertex( b );
- addVertex( c );
- const nextIndex = verticesArray.length / 3;
- const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
- addUV( uvs[ 0 ] );
- addUV( uvs[ 1 ] );
- addUV( uvs[ 2 ] );
- }
- function f4( a, b, c, d ) {
- addVertex( a );
- addVertex( b );
- addVertex( d );
- addVertex( b );
- addVertex( c );
- addVertex( d );
- const nextIndex = verticesArray.length / 3;
- const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
- addUV( uvs[ 0 ] );
- addUV( uvs[ 1 ] );
- addUV( uvs[ 3 ] );
- addUV( uvs[ 1 ] );
- addUV( uvs[ 2 ] );
- addUV( uvs[ 3 ] );
- }
- function addVertex( index ) {
- verticesArray.push( placeholder[ index * 3 + 0 ] );
- verticesArray.push( placeholder[ index * 3 + 1 ] );
- verticesArray.push( placeholder[ index * 3 + 2 ] );
- }
- function addUV( vector2 ) {
- uvArray.push( vector2.x );
- uvArray.push( vector2.y );
- }
- }
- }
- toJSON() {
- const data = super.toJSON();
- const shapes = this.parameters.shapes;
- const options = this.parameters.options;
- return toJSON$1( shapes, options, data );
- }
- static fromJSON( data, shapes ) {
- const geometryShapes = [];
- for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
- const shape = shapes[ data.shapes[ j ] ];
- geometryShapes.push( shape );
- }
- const extrudePath = data.options.extrudePath;
- if ( extrudePath !== undefined ) {
- data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
- }
- return new ExtrudeGeometry( geometryShapes, data.options );
- }
- }
- const WorldUVGenerator = {
- generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
- const a_x = vertices[ indexA * 3 ];
- const a_y = vertices[ indexA * 3 + 1 ];
- const b_x = vertices[ indexB * 3 ];
- const b_y = vertices[ indexB * 3 + 1 ];
- const c_x = vertices[ indexC * 3 ];
- const c_y = vertices[ indexC * 3 + 1 ];
- return [
- new Vector2( a_x, a_y ),
- new Vector2( b_x, b_y ),
- new Vector2( c_x, c_y )
- ];
- },
- generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
- const a_x = vertices[ indexA * 3 ];
- const a_y = vertices[ indexA * 3 + 1 ];
- const a_z = vertices[ indexA * 3 + 2 ];
- const b_x = vertices[ indexB * 3 ];
- const b_y = vertices[ indexB * 3 + 1 ];
- const b_z = vertices[ indexB * 3 + 2 ];
- const c_x = vertices[ indexC * 3 ];
- const c_y = vertices[ indexC * 3 + 1 ];
- const c_z = vertices[ indexC * 3 + 2 ];
- const d_x = vertices[ indexD * 3 ];
- const d_y = vertices[ indexD * 3 + 1 ];
- const d_z = vertices[ indexD * 3 + 2 ];
- if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
- return [
- new Vector2( a_x, 1 - a_z ),
- new Vector2( b_x, 1 - b_z ),
- new Vector2( c_x, 1 - c_z ),
- new Vector2( d_x, 1 - d_z )
- ];
- } else {
- return [
- new Vector2( a_y, 1 - a_z ),
- new Vector2( b_y, 1 - b_z ),
- new Vector2( c_y, 1 - c_z ),
- new Vector2( d_y, 1 - d_z )
- ];
- }
- }
- };
- function toJSON$1( shapes, options, data ) {
- data.shapes = [];
- if ( Array.isArray( shapes ) ) {
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- data.shapes.push( shape.uuid );
- }
- } else {
- data.shapes.push( shapes.uuid );
- }
- if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
- return data;
- }
- class ShapeGeometry extends BufferGeometry {
- constructor( shapes, curveSegments = 12 ) {
- super();
- this.type = 'ShapeGeometry';
- this.parameters = {
- shapes: shapes,
- curveSegments: curveSegments
- };
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- let groupStart = 0;
- let groupCount = 0;
- // allow single and array values for "shapes" parameter
- if ( Array.isArray( shapes ) === false ) {
- addShape( shapes );
- } else {
- for ( let i = 0; i < shapes.length; i ++ ) {
- addShape( shapes[ i ] );
- this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
- groupStart += groupCount;
- groupCount = 0;
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // helper functions
- function addShape( shape ) {
- const indexOffset = vertices.length / 3;
- const points = shape.extractPoints( curveSegments );
- let shapeVertices = points.shape;
- const shapeHoles = points.holes;
- // check direction of vertices
- if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
- shapeVertices = shapeVertices.reverse();
- }
- for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
- const shapeHole = shapeHoles[ i ];
- if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
- shapeHoles[ i ] = shapeHole.reverse();
- }
- }
- const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
- // join vertices of inner and outer paths to a single array
- for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
- const shapeHole = shapeHoles[ i ];
- shapeVertices = shapeVertices.concat( shapeHole );
- }
- // vertices, normals, uvs
- for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
- const vertex = shapeVertices[ i ];
- vertices.push( vertex.x, vertex.y, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( vertex.x, vertex.y ); // world uvs
- }
- // incides
- for ( let i = 0, l = faces.length; i < l; i ++ ) {
- const face = faces[ i ];
- const a = face[ 0 ] + indexOffset;
- const b = face[ 1 ] + indexOffset;
- const c = face[ 2 ] + indexOffset;
- indices.push( a, b, c );
- groupCount += 3;
- }
- }
- }
- toJSON() {
- const data = super.toJSON();
- const shapes = this.parameters.shapes;
- return toJSON( shapes, data );
- }
- static fromJSON( data, shapes ) {
- const geometryShapes = [];
- for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
- const shape = shapes[ data.shapes[ j ] ];
- geometryShapes.push( shape );
- }
- return new ShapeGeometry( geometryShapes, data.curveSegments );
- }
- }
- function toJSON( shapes, data ) {
- data.shapes = [];
- if ( Array.isArray( shapes ) ) {
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- data.shapes.push( shape.uuid );
- }
- } else {
- data.shapes.push( shapes.uuid );
- }
- return data;
- }
- class SphereGeometry extends BufferGeometry {
- constructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
- super();
- this.type = 'SphereGeometry';
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- widthSegments = Math.max( 3, Math.floor( widthSegments ) );
- heightSegments = Math.max( 2, Math.floor( heightSegments ) );
- const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
- let index = 0;
- const grid = [];
- const vertex = new Vector3();
- const normal = new Vector3();
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // generate vertices, normals and uvs
- for ( let iy = 0; iy <= heightSegments; iy ++ ) {
- const verticesRow = [];
- const v = iy / heightSegments;
- // special case for the poles
- let uOffset = 0;
- if ( iy == 0 && thetaStart == 0 ) {
- uOffset = 0.5 / widthSegments;
- } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
- uOffset = - 0.5 / widthSegments;
- }
- for ( let ix = 0; ix <= widthSegments; ix ++ ) {
- const u = ix / widthSegments;
- // vertex
- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.copy( vertex ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u + uOffset, 1 - v );
- verticesRow.push( index ++ );
- }
- grid.push( verticesRow );
- }
- // indices
- for ( let iy = 0; iy < heightSegments; iy ++ ) {
- for ( let ix = 0; ix < widthSegments; ix ++ ) {
- const a = grid[ iy ][ ix + 1 ];
- const b = grid[ iy ][ ix ];
- const c = grid[ iy + 1 ][ ix ];
- const d = grid[ iy + 1 ][ ix + 1 ];
- if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
- if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- static fromJSON( data ) {
- return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
- }
- }
- class TubeGeometry extends BufferGeometry {
- constructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
- super();
- this.type = 'TubeGeometry';
- this.parameters = {
- path: path,
- tubularSegments: tubularSegments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
- const frames = path.computeFrenetFrames( tubularSegments, closed );
- // expose internals
- this.tangents = frames.tangents;
- this.normals = frames.normals;
- this.binormals = frames.binormals;
- // helper variables
- const vertex = new Vector3();
- const normal = new Vector3();
- const uv = new Vector2();
- let P = new Vector3();
- // buffer
- const vertices = [];
- const normals = [];
- const uvs = [];
- const indices = [];
- // create buffer data
- generateBufferData();
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // functions
- function generateBufferData() {
- for ( let i = 0; i < tubularSegments; i ++ ) {
- generateSegment( i );
- }
- // if the geometry is not closed, generate the last row of vertices and normals
- // at the regular position on the given path
- //
- // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
- generateSegment( ( closed === false ) ? tubularSegments : 0 );
- // uvs are generated in a separate function.
- // this makes it easy compute correct values for closed geometries
- generateUVs();
- // finally create faces
- generateIndices();
- }
- function generateSegment( i ) {
- // we use getPointAt to sample evenly distributed points from the given path
- P = path.getPointAt( i / tubularSegments, P );
- // retrieve corresponding normal and binormal
- const N = frames.normals[ i ];
- const B = frames.binormals[ i ];
- // generate normals and vertices for the current segment
- for ( let j = 0; j <= radialSegments; j ++ ) {
- const v = j / radialSegments * Math.PI * 2;
- const sin = Math.sin( v );
- const cos = - Math.cos( v );
- // normal
- normal.x = ( cos * N.x + sin * B.x );
- normal.y = ( cos * N.y + sin * B.y );
- normal.z = ( cos * N.z + sin * B.z );
- normal.normalize();
- normals.push( normal.x, normal.y, normal.z );
- // vertex
- vertex.x = P.x + radius * normal.x;
- vertex.y = P.y + radius * normal.y;
- vertex.z = P.z + radius * normal.z;
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- }
- function generateIndices() {
- for ( let j = 1; j <= tubularSegments; j ++ ) {
- for ( let i = 1; i <= radialSegments; i ++ ) {
- const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
- const b = ( radialSegments + 1 ) * j + ( i - 1 );
- const c = ( radialSegments + 1 ) * j + i;
- const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- }
- function generateUVs() {
- for ( let i = 0; i <= tubularSegments; i ++ ) {
- for ( let j = 0; j <= radialSegments; j ++ ) {
- uv.x = i / tubularSegments;
- uv.y = j / radialSegments;
- uvs.push( uv.x, uv.y );
- }
- }
- }
- }
- toJSON() {
- const data = super.toJSON();
- data.path = this.parameters.path.toJSON();
- return data;
- }
- static fromJSON( data ) {
- // This only works for built-in curves (e.g. CatmullRomCurve3).
- // User defined curves or instances of CurvePath will not be deserialized.
- return new TubeGeometry(
- new Curves[ data.path.type ]().fromJSON( data.path ),
- data.tubularSegments,
- data.radius,
- data.radialSegments,
- data.closed
- );
- }
- }
- /**
- * parameters = {
- * color: <THREE.Color>
- * }
- */
- class ShadowMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'ShadowMaterial';
- this.color = new Color( 0x000000 );
- this.transparent = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- return this;
- }
- }
- ShadowMaterial.prototype.isShadowMaterial = true;
- class RawShaderMaterial extends ShaderMaterial {
- constructor( parameters ) {
- super( parameters );
- this.type = 'RawShaderMaterial';
- }
- }
- RawShaderMaterial.prototype.isRawShaderMaterial = true;
- /**
- * parameters = {
- * color: <hex>,
- * roughness: <float>,
- * metalness: <float>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * emissive: <hex>,
- * emissiveIntensity: <float>
- * emissiveMap: new THREE.Texture( <Image> ),
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalMapType: THREE.TangentSpaceNormalMap,
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * roughnessMap: new THREE.Texture( <Image> ),
- *
- * metalnessMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
- * envMapIntensity: <float>
- *
- * refractionRatio: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * flatShading: <bool>
- * }
- */
- class MeshStandardMaterial extends Material {
- constructor( parameters ) {
- super();
- this.defines = { 'STANDARD': '' };
- this.type = 'MeshStandardMaterial';
- this.color = new Color( 0xffffff ); // diffuse
- this.roughness = 1.0;
- this.metalness = 0.0;
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.emissive = new Color( 0x000000 );
- this.emissiveIntensity = 1.0;
- this.emissiveMap = null;
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalMapType = TangentSpaceNormalMap;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.roughnessMap = null;
- this.metalnessMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.envMapIntensity = 1.0;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.morphTargets = false;
- this.morphNormals = false;
- this.flatShading = false;
- this.vertexTangents = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.defines = { 'STANDARD': '' };
- this.color.copy( source.color );
- this.roughness = source.roughness;
- this.metalness = source.metalness;
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.roughnessMap = source.roughnessMap;
- this.metalnessMap = source.metalnessMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.envMapIntensity = source.envMapIntensity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- this.flatShading = source.flatShading;
- this.vertexTangents = source.vertexTangents;
- return this;
- }
- }
- MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
- /**
- * parameters = {
- * clearcoat: <float>,
- * clearcoatMap: new THREE.Texture( <Image> ),
- * clearcoatRoughness: <float>,
- * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
- * clearcoatNormalScale: <Vector2>,
- * clearcoatNormalMap: new THREE.Texture( <Image> ),
- *
- * reflectivity: <float>,
- * ior: <float>,
- *
- * sheen: <Color>,
- *
- * transmission: <float>,
- * transmissionMap: new THREE.Texture( <Image> ),
- *
- * thickness: <float>,
- * thicknessMap: new THREE.Texture( <Image> ),
- * attenuationDistance: <float>,
- * attenuationColor: <Color>
- * }
- */
- class MeshPhysicalMaterial extends MeshStandardMaterial {
- constructor( parameters ) {
- super();
- this.defines = {
- 'STANDARD': '',
- 'PHYSICAL': ''
- };
- this.type = 'MeshPhysicalMaterial';
- this.clearcoat = 0.0;
- this.clearcoatMap = null;
- this.clearcoatRoughness = 0.0;
- this.clearcoatRoughnessMap = null;
- this.clearcoatNormalScale = new Vector2( 1, 1 );
- this.clearcoatNormalMap = null;
- this.reflectivity = 0.5; // maps to F0 = 0.04
- Object.defineProperty( this, 'ior', {
- get: function () {
- return ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );
- },
- set: function ( ior ) {
- this.reflectivity = clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );
- }
- } );
- this.sheen = null; // null will disable sheen bsdf
- this.transmission = 0.0;
- this.transmissionMap = null;
- this.thickness = 0.01;
- this.thicknessMap = null;
- this.attenuationDistance = 0.0;
- this.attenuationColor = new Color( 1, 1, 1 );
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.defines = {
- 'STANDARD': '',
- 'PHYSICAL': ''
- };
- this.clearcoat = source.clearcoat;
- this.clearcoatMap = source.clearcoatMap;
- this.clearcoatRoughness = source.clearcoatRoughness;
- this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
- this.clearcoatNormalMap = source.clearcoatNormalMap;
- this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
- this.reflectivity = source.reflectivity;
- if ( source.sheen ) {
- this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
- } else {
- this.sheen = null;
- }
- this.transmission = source.transmission;
- this.transmissionMap = source.transmissionMap;
- this.thickness = source.thickness;
- this.thicknessMap = source.thicknessMap;
- this.attenuationDistance = source.attenuationDistance;
- this.attenuationColor.copy( source.attenuationColor );
- return this;
- }
- }
- MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
- /**
- * parameters = {
- * color: <hex>,
- * specular: <hex>,
- * shininess: <float>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * emissive: <hex>,
- * emissiveIntensity: <float>
- * emissiveMap: new THREE.Texture( <Image> ),
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalMapType: THREE.TangentSpaceNormalMap,
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.MultiplyOperation,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * flatShading: <bool>
- * }
- */
- class MeshPhongMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'MeshPhongMaterial';
- this.color = new Color( 0xffffff ); // diffuse
- this.specular = new Color( 0x111111 );
- this.shininess = 30;
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.emissive = new Color( 0x000000 );
- this.emissiveIntensity = 1.0;
- this.emissiveMap = null;
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalMapType = TangentSpaceNormalMap;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.specularMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.combine = MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.morphTargets = false;
- this.morphNormals = false;
- this.flatShading = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.specular.copy( source.specular );
- this.shininess = source.shininess;
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- this.flatShading = source.flatShading;
- return this;
- }
- }
- MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
- /**
- * parameters = {
- * color: <hex>,
- *
- * map: new THREE.Texture( <Image> ),
- * gradientMap: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * emissive: <hex>,
- * emissiveIntensity: <float>
- * emissiveMap: new THREE.Texture( <Image> ),
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalMapType: THREE.TangentSpaceNormalMap,
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- class MeshToonMaterial extends Material {
- constructor( parameters ) {
- super();
- this.defines = { 'TOON': '' };
- this.type = 'MeshToonMaterial';
- this.color = new Color( 0xffffff );
- this.map = null;
- this.gradientMap = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.emissive = new Color( 0x000000 );
- this.emissiveIntensity = 1.0;
- this.emissiveMap = null;
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalMapType = TangentSpaceNormalMap;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.alphaMap = null;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.gradientMap = source.gradientMap;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.alphaMap = source.alphaMap;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- return this;
- }
- }
- MeshToonMaterial.prototype.isMeshToonMaterial = true;
- /**
- * parameters = {
- * opacity: <float>,
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalMapType: THREE.TangentSpaceNormalMap,
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- *
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * flatShading: <bool>
- * }
- */
- class MeshNormalMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'MeshNormalMaterial';
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalMapType = TangentSpaceNormalMap;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false;
- this.morphTargets = false;
- this.morphNormals = false;
- this.flatShading = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- this.flatShading = source.flatShading;
- return this;
- }
- }
- MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
- /**
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * emissive: <hex>,
- * emissiveIntensity: <float>
- * emissiveMap: new THREE.Texture( <Image> ),
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- class MeshLambertMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'MeshLambertMaterial';
- this.color = new Color( 0xffffff ); // diffuse
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.emissive = new Color( 0x000000 );
- this.emissiveIntensity = 1.0;
- this.emissiveMap = null;
- this.specularMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.combine = MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- return this;
- }
- }
- MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
- /**
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * matcap: new THREE.Texture( <Image> ),
- *
- * map: new THREE.Texture( <Image> ),
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalMapType: THREE.TangentSpaceNormalMap,
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * morphTargets: <bool>,
- * morphNormals: <bool>
- *
- * flatShading: <bool>
- * }
- */
- class MeshMatcapMaterial extends Material {
- constructor( parameters ) {
- super();
- this.defines = { 'MATCAP': '' };
- this.type = 'MeshMatcapMaterial';
- this.color = new Color( 0xffffff ); // diffuse
- this.matcap = null;
- this.map = null;
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalMapType = TangentSpaceNormalMap;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.alphaMap = null;
- this.morphTargets = false;
- this.morphNormals = false;
- this.flatShading = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.defines = { 'MATCAP': '' };
- this.color.copy( source.color );
- this.matcap = source.matcap;
- this.map = source.map;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.alphaMap = source.alphaMap;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- this.flatShading = source.flatShading;
- return this;
- }
- }
- MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
- /**
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * linewidth: <float>,
- *
- * scale: <float>,
- * dashSize: <float>,
- * gapSize: <float>
- * }
- */
- class LineDashedMaterial extends LineBasicMaterial {
- constructor( parameters ) {
- super();
- this.type = 'LineDashedMaterial';
- this.scale = 1;
- this.dashSize = 3;
- this.gapSize = 1;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.scale = source.scale;
- this.dashSize = source.dashSize;
- this.gapSize = source.gapSize;
- return this;
- }
- }
- LineDashedMaterial.prototype.isLineDashedMaterial = true;
- const AnimationUtils = {
- // same as Array.prototype.slice, but also works on typed arrays
- arraySlice: function ( array, from, to ) {
- if ( AnimationUtils.isTypedArray( array ) ) {
- // in ios9 array.subarray(from, undefined) will return empty array
- // but array.subarray(from) or array.subarray(from, len) is correct
- return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
- }
- return array.slice( from, to );
- },
- // converts an array to a specific type
- convertArray: function ( array, type, forceClone ) {
- if ( ! array || // let 'undefined' and 'null' pass
- ! forceClone && array.constructor === type ) return array;
- if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
- return new type( array ); // create typed array
- }
- return Array.prototype.slice.call( array ); // create Array
- },
- isTypedArray: function ( object ) {
- return ArrayBuffer.isView( object ) &&
- ! ( object instanceof DataView );
- },
- // returns an array by which times and values can be sorted
- getKeyframeOrder: function ( times ) {
- function compareTime( i, j ) {
- return times[ i ] - times[ j ];
- }
- const n = times.length;
- const result = new Array( n );
- for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
- result.sort( compareTime );
- return result;
- },
- // uses the array previously returned by 'getKeyframeOrder' to sort data
- sortedArray: function ( values, stride, order ) {
- const nValues = values.length;
- const result = new values.constructor( nValues );
- for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
- const srcOffset = order[ i ] * stride;
- for ( let j = 0; j !== stride; ++ j ) {
- result[ dstOffset ++ ] = values[ srcOffset + j ];
- }
- }
- return result;
- },
- // function for parsing AOS keyframe formats
- flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
- let i = 1, key = jsonKeys[ 0 ];
- while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
- key = jsonKeys[ i ++ ];
- }
- if ( key === undefined ) return; // no data
- let value = key[ valuePropertyName ];
- if ( value === undefined ) return; // no data
- if ( Array.isArray( value ) ) {
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- values.push.apply( values, value ); // push all elements
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- } else if ( value.toArray !== undefined ) {
- // ...assume THREE.Math-ish
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- value.toArray( values, values.length );
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- } else {
- // otherwise push as-is
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- values.push( value );
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- }
- },
- subclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {
- const clip = sourceClip.clone();
- clip.name = name;
- const tracks = [];
- for ( let i = 0; i < clip.tracks.length; ++ i ) {
- const track = clip.tracks[ i ];
- const valueSize = track.getValueSize();
- const times = [];
- const values = [];
- for ( let j = 0; j < track.times.length; ++ j ) {
- const frame = track.times[ j ] * fps;
- if ( frame < startFrame || frame >= endFrame ) continue;
- times.push( track.times[ j ] );
- for ( let k = 0; k < valueSize; ++ k ) {
- values.push( track.values[ j * valueSize + k ] );
- }
- }
- if ( times.length === 0 ) continue;
- track.times = AnimationUtils.convertArray( times, track.times.constructor );
- track.values = AnimationUtils.convertArray( values, track.values.constructor );
- tracks.push( track );
- }
- clip.tracks = tracks;
- // find minimum .times value across all tracks in the trimmed clip
- let minStartTime = Infinity;
- for ( let i = 0; i < clip.tracks.length; ++ i ) {
- if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
- minStartTime = clip.tracks[ i ].times[ 0 ];
- }
- }
- // shift all tracks such that clip begins at t=0
- for ( let i = 0; i < clip.tracks.length; ++ i ) {
- clip.tracks[ i ].shift( - 1 * minStartTime );
- }
- clip.resetDuration();
- return clip;
- },
- makeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
- if ( fps <= 0 ) fps = 30;
- const numTracks = referenceClip.tracks.length;
- const referenceTime = referenceFrame / fps;
- // Make each track's values relative to the values at the reference frame
- for ( let i = 0; i < numTracks; ++ i ) {
- const referenceTrack = referenceClip.tracks[ i ];
- const referenceTrackType = referenceTrack.ValueTypeName;
- // Skip this track if it's non-numeric
- if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
- // Find the track in the target clip whose name and type matches the reference track
- const targetTrack = targetClip.tracks.find( function ( track ) {
- return track.name === referenceTrack.name
- && track.ValueTypeName === referenceTrackType;
- } );
- if ( targetTrack === undefined ) continue;
- let referenceOffset = 0;
- const referenceValueSize = referenceTrack.getValueSize();
- if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
- referenceOffset = referenceValueSize / 3;
- }
- let targetOffset = 0;
- const targetValueSize = targetTrack.getValueSize();
- if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
- targetOffset = targetValueSize / 3;
- }
- const lastIndex = referenceTrack.times.length - 1;
- let referenceValue;
- // Find the value to subtract out of the track
- if ( referenceTime <= referenceTrack.times[ 0 ] ) {
- // Reference frame is earlier than the first keyframe, so just use the first keyframe
- const startIndex = referenceOffset;
- const endIndex = referenceValueSize - referenceOffset;
- referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );
- } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
- // Reference frame is after the last keyframe, so just use the last keyframe
- const startIndex = lastIndex * referenceValueSize + referenceOffset;
- const endIndex = startIndex + referenceValueSize - referenceOffset;
- referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );
- } else {
- // Interpolate to the reference value
- const interpolant = referenceTrack.createInterpolant();
- const startIndex = referenceOffset;
- const endIndex = referenceValueSize - referenceOffset;
- interpolant.evaluate( referenceTime );
- referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );
- }
- // Conjugate the quaternion
- if ( referenceTrackType === 'quaternion' ) {
- const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
- referenceQuat.toArray( referenceValue );
- }
- // Subtract the reference value from all of the track values
- const numTimes = targetTrack.times.length;
- for ( let j = 0; j < numTimes; ++ j ) {
- const valueStart = j * targetValueSize + targetOffset;
- if ( referenceTrackType === 'quaternion' ) {
- // Multiply the conjugate for quaternion track types
- Quaternion.multiplyQuaternionsFlat(
- targetTrack.values,
- valueStart,
- referenceValue,
- 0,
- targetTrack.values,
- valueStart
- );
- } else {
- const valueEnd = targetValueSize - targetOffset * 2;
- // Subtract each value for all other numeric track types
- for ( let k = 0; k < valueEnd; ++ k ) {
- targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
- }
- }
- }
- }
- targetClip.blendMode = AdditiveAnimationBlendMode;
- return targetClip;
- }
- };
- /**
- * Abstract base class of interpolants over parametric samples.
- *
- * The parameter domain is one dimensional, typically the time or a path
- * along a curve defined by the data.
- *
- * The sample values can have any dimensionality and derived classes may
- * apply special interpretations to the data.
- *
- * This class provides the interval seek in a Template Method, deferring
- * the actual interpolation to derived classes.
- *
- * Time complexity is O(1) for linear access crossing at most two points
- * and O(log N) for random access, where N is the number of positions.
- *
- * References:
- *
- * http://www.oodesign.com/template-method-pattern.html
- *
- */
- class Interpolant {
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- this.parameterPositions = parameterPositions;
- this._cachedIndex = 0;
- this.resultBuffer = resultBuffer !== undefined ?
- resultBuffer : new sampleValues.constructor( sampleSize );
- this.sampleValues = sampleValues;
- this.valueSize = sampleSize;
- this.settings = null;
- this.DefaultSettings_ = {};
- }
- evaluate( t ) {
- const pp = this.parameterPositions;
- let i1 = this._cachedIndex,
- t1 = pp[ i1 ],
- t0 = pp[ i1 - 1 ];
- validate_interval: {
- seek: {
- let right;
- linear_scan: {
- //- See http://jsperf.com/comparison-to-undefined/3
- //- slower code:
- //-
- //- if ( t >= t1 || t1 === undefined ) {
- forward_scan: if ( ! ( t < t1 ) ) {
- for ( let giveUpAt = i1 + 2; ; ) {
- if ( t1 === undefined ) {
- if ( t < t0 ) break forward_scan;
- // after end
- i1 = pp.length;
- this._cachedIndex = i1;
- return this.afterEnd_( i1 - 1, t, t0 );
- }
- if ( i1 === giveUpAt ) break; // this loop
- t0 = t1;
- t1 = pp[ ++ i1 ];
- if ( t < t1 ) {
- // we have arrived at the sought interval
- break seek;
- }
- }
- // prepare binary search on the right side of the index
- right = pp.length;
- break linear_scan;
- }
- //- slower code:
- //- if ( t < t0 || t0 === undefined ) {
- if ( ! ( t >= t0 ) ) {
- // looping?
- const t1global = pp[ 1 ];
- if ( t < t1global ) {
- i1 = 2; // + 1, using the scan for the details
- t0 = t1global;
- }
- // linear reverse scan
- for ( let giveUpAt = i1 - 2; ; ) {
- if ( t0 === undefined ) {
- // before start
- this._cachedIndex = 0;
- return this.beforeStart_( 0, t, t1 );
- }
- if ( i1 === giveUpAt ) break; // this loop
- t1 = t0;
- t0 = pp[ -- i1 - 1 ];
- if ( t >= t0 ) {
- // we have arrived at the sought interval
- break seek;
- }
- }
- // prepare binary search on the left side of the index
- right = i1;
- i1 = 0;
- break linear_scan;
- }
- // the interval is valid
- break validate_interval;
- } // linear scan
- // binary search
- while ( i1 < right ) {
- const mid = ( i1 + right ) >>> 1;
- if ( t < pp[ mid ] ) {
- right = mid;
- } else {
- i1 = mid + 1;
- }
- }
- t1 = pp[ i1 ];
- t0 = pp[ i1 - 1 ];
- // check boundary cases, again
- if ( t0 === undefined ) {
- this._cachedIndex = 0;
- return this.beforeStart_( 0, t, t1 );
- }
- if ( t1 === undefined ) {
- i1 = pp.length;
- this._cachedIndex = i1;
- return this.afterEnd_( i1 - 1, t0, t );
- }
- } // seek
- this._cachedIndex = i1;
- this.intervalChanged_( i1, t0, t1 );
- } // validate_interval
- return this.interpolate_( i1, t0, t, t1 );
- }
- getSettings_() {
- return this.settings || this.DefaultSettings_;
- }
- copySampleValue_( index ) {
- // copies a sample value to the result buffer
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- offset = index * stride;
- for ( let i = 0; i !== stride; ++ i ) {
- result[ i ] = values[ offset + i ];
- }
- return result;
- }
- // Template methods for derived classes:
- interpolate_( /* i1, t0, t, t1 */ ) {
- throw new Error( 'call to abstract method' );
- // implementations shall return this.resultBuffer
- }
- intervalChanged_( /* i1, t0, t1 */ ) {
- // empty
- }
- }
- // ALIAS DEFINITIONS
- Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
- Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;
- /**
- * Fast and simple cubic spline interpolant.
- *
- * It was derived from a Hermitian construction setting the first derivative
- * at each sample position to the linear slope between neighboring positions
- * over their parameter interval.
- */
- class CubicInterpolant extends Interpolant {
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- this._weightPrev = - 0;
- this._offsetPrev = - 0;
- this._weightNext = - 0;
- this._offsetNext = - 0;
- this.DefaultSettings_ = {
- endingStart: ZeroCurvatureEnding,
- endingEnd: ZeroCurvatureEnding
- };
- }
- intervalChanged_( i1, t0, t1 ) {
- const pp = this.parameterPositions;
- let iPrev = i1 - 2,
- iNext = i1 + 1,
- tPrev = pp[ iPrev ],
- tNext = pp[ iNext ];
- if ( tPrev === undefined ) {
- switch ( this.getSettings_().endingStart ) {
- case ZeroSlopeEnding:
- // f'(t0) = 0
- iPrev = i1;
- tPrev = 2 * t0 - t1;
- break;
- case WrapAroundEnding:
- // use the other end of the curve
- iPrev = pp.length - 2;
- tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
- break;
- default: // ZeroCurvatureEnding
- // f''(t0) = 0 a.k.a. Natural Spline
- iPrev = i1;
- tPrev = t1;
- }
- }
- if ( tNext === undefined ) {
- switch ( this.getSettings_().endingEnd ) {
- case ZeroSlopeEnding:
- // f'(tN) = 0
- iNext = i1;
- tNext = 2 * t1 - t0;
- break;
- case WrapAroundEnding:
- // use the other end of the curve
- iNext = 1;
- tNext = t1 + pp[ 1 ] - pp[ 0 ];
- break;
- default: // ZeroCurvatureEnding
- // f''(tN) = 0, a.k.a. Natural Spline
- iNext = i1 - 1;
- tNext = t0;
- }
- }
- const halfDt = ( t1 - t0 ) * 0.5,
- stride = this.valueSize;
- this._weightPrev = halfDt / ( t0 - tPrev );
- this._weightNext = halfDt / ( tNext - t1 );
- this._offsetPrev = iPrev * stride;
- this._offsetNext = iNext * stride;
- }
- interpolate_( i1, t0, t, t1 ) {
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- o1 = i1 * stride, o0 = o1 - stride,
- oP = this._offsetPrev, oN = this._offsetNext,
- wP = this._weightPrev, wN = this._weightNext,
- p = ( t - t0 ) / ( t1 - t0 ),
- pp = p * p,
- ppp = pp * p;
- // evaluate polynomials
- const sP = - wP * ppp + 2 * wP * pp - wP * p;
- const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
- const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
- const sN = wN * ppp - wN * pp;
- // combine data linearly
- for ( let i = 0; i !== stride; ++ i ) {
- result[ i ] =
- sP * values[ oP + i ] +
- s0 * values[ o0 + i ] +
- s1 * values[ o1 + i ] +
- sN * values[ oN + i ];
- }
- return result;
- }
- }
- class LinearInterpolant extends Interpolant {
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- interpolate_( i1, t0, t, t1 ) {
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- offset1 = i1 * stride,
- offset0 = offset1 - stride,
- weight1 = ( t - t0 ) / ( t1 - t0 ),
- weight0 = 1 - weight1;
- for ( let i = 0; i !== stride; ++ i ) {
- result[ i ] =
- values[ offset0 + i ] * weight0 +
- values[ offset1 + i ] * weight1;
- }
- return result;
- }
- }
- /**
- *
- * Interpolant that evaluates to the sample value at the position preceeding
- * the parameter.
- */
- class DiscreteInterpolant extends Interpolant {
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- interpolate_( i1 /*, t0, t, t1 */ ) {
- return this.copySampleValue_( i1 - 1 );
- }
- }
- class KeyframeTrack {
- constructor( name, times, values, interpolation ) {
- if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
- if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
- this.name = name;
- this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
- this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
- this.setInterpolation( interpolation || this.DefaultInterpolation );
- }
- // Serialization (in static context, because of constructor invocation
- // and automatic invocation of .toJSON):
- static toJSON( track ) {
- const trackType = track.constructor;
- let json;
- // derived classes can define a static toJSON method
- if ( trackType.toJSON !== this.toJSON ) {
- json = trackType.toJSON( track );
- } else {
- // by default, we assume the data can be serialized as-is
- json = {
- 'name': track.name,
- 'times': AnimationUtils.convertArray( track.times, Array ),
- 'values': AnimationUtils.convertArray( track.values, Array )
- };
- const interpolation = track.getInterpolation();
- if ( interpolation !== track.DefaultInterpolation ) {
- json.interpolation = interpolation;
- }
- }
- json.type = track.ValueTypeName; // mandatory
- return json;
- }
- InterpolantFactoryMethodDiscrete( result ) {
- return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- InterpolantFactoryMethodLinear( result ) {
- return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- InterpolantFactoryMethodSmooth( result ) {
- return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- setInterpolation( interpolation ) {
- let factoryMethod;
- switch ( interpolation ) {
- case InterpolateDiscrete:
- factoryMethod = this.InterpolantFactoryMethodDiscrete;
- break;
- case InterpolateLinear:
- factoryMethod = this.InterpolantFactoryMethodLinear;
- break;
- case InterpolateSmooth:
- factoryMethod = this.InterpolantFactoryMethodSmooth;
- break;
- }
- if ( factoryMethod === undefined ) {
- const message = 'unsupported interpolation for ' +
- this.ValueTypeName + ' keyframe track named ' + this.name;
- if ( this.createInterpolant === undefined ) {
- // fall back to default, unless the default itself is messed up
- if ( interpolation !== this.DefaultInterpolation ) {
- this.setInterpolation( this.DefaultInterpolation );
- } else {
- throw new Error( message ); // fatal, in this case
- }
- }
- console.warn( 'THREE.KeyframeTrack:', message );
- return this;
- }
- this.createInterpolant = factoryMethod;
- return this;
- }
- getInterpolation() {
- switch ( this.createInterpolant ) {
- case this.InterpolantFactoryMethodDiscrete:
- return InterpolateDiscrete;
- case this.InterpolantFactoryMethodLinear:
- return InterpolateLinear;
- case this.InterpolantFactoryMethodSmooth:
- return InterpolateSmooth;
- }
- }
- getValueSize() {
- return this.values.length / this.times.length;
- }
- // move all keyframes either forwards or backwards in time
- shift( timeOffset ) {
- if ( timeOffset !== 0.0 ) {
- const times = this.times;
- for ( let i = 0, n = times.length; i !== n; ++ i ) {
- times[ i ] += timeOffset;
- }
- }
- return this;
- }
- // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
- scale( timeScale ) {
- if ( timeScale !== 1.0 ) {
- const times = this.times;
- for ( let i = 0, n = times.length; i !== n; ++ i ) {
- times[ i ] *= timeScale;
- }
- }
- return this;
- }
- // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
- // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
- trim( startTime, endTime ) {
- const times = this.times,
- nKeys = times.length;
- let from = 0,
- to = nKeys - 1;
- while ( from !== nKeys && times[ from ] < startTime ) {
- ++ from;
- }
- while ( to !== - 1 && times[ to ] > endTime ) {
- -- to;
- }
- ++ to; // inclusive -> exclusive bound
- if ( from !== 0 || to !== nKeys ) {
- // empty tracks are forbidden, so keep at least one keyframe
- if ( from >= to ) {
- to = Math.max( to, 1 );
- from = to - 1;
- }
- const stride = this.getValueSize();
- this.times = AnimationUtils.arraySlice( times, from, to );
- this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
- }
- return this;
- }
- // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
- validate() {
- let valid = true;
- const valueSize = this.getValueSize();
- if ( valueSize - Math.floor( valueSize ) !== 0 ) {
- console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
- valid = false;
- }
- const times = this.times,
- values = this.values,
- nKeys = times.length;
- if ( nKeys === 0 ) {
- console.error( 'THREE.KeyframeTrack: Track is empty.', this );
- valid = false;
- }
- let prevTime = null;
- for ( let i = 0; i !== nKeys; i ++ ) {
- const currTime = times[ i ];
- if ( typeof currTime === 'number' && isNaN( currTime ) ) {
- console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
- valid = false;
- break;
- }
- if ( prevTime !== null && prevTime > currTime ) {
- console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
- valid = false;
- break;
- }
- prevTime = currTime;
- }
- if ( values !== undefined ) {
- if ( AnimationUtils.isTypedArray( values ) ) {
- for ( let i = 0, n = values.length; i !== n; ++ i ) {
- const value = values[ i ];
- if ( isNaN( value ) ) {
- console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
- valid = false;
- break;
- }
- }
- }
- }
- return valid;
- }
- // removes equivalent sequential keys as common in morph target sequences
- // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
- optimize() {
- // times or values may be shared with other tracks, so overwriting is unsafe
- const times = AnimationUtils.arraySlice( this.times ),
- values = AnimationUtils.arraySlice( this.values ),
- stride = this.getValueSize(),
- smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
- lastIndex = times.length - 1;
- let writeIndex = 1;
- for ( let i = 1; i < lastIndex; ++ i ) {
- let keep = false;
- const time = times[ i ];
- const timeNext = times[ i + 1 ];
- // remove adjacent keyframes scheduled at the same time
- if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
- if ( ! smoothInterpolation ) {
- // remove unnecessary keyframes same as their neighbors
- const offset = i * stride,
- offsetP = offset - stride,
- offsetN = offset + stride;
- for ( let j = 0; j !== stride; ++ j ) {
- const value = values[ offset + j ];
- if ( value !== values[ offsetP + j ] ||
- value !== values[ offsetN + j ] ) {
- keep = true;
- break;
- }
- }
- } else {
- keep = true;
- }
- }
- // in-place compaction
- if ( keep ) {
- if ( i !== writeIndex ) {
- times[ writeIndex ] = times[ i ];
- const readOffset = i * stride,
- writeOffset = writeIndex * stride;
- for ( let j = 0; j !== stride; ++ j ) {
- values[ writeOffset + j ] = values[ readOffset + j ];
- }
- }
- ++ writeIndex;
- }
- }
- // flush last keyframe (compaction looks ahead)
- if ( lastIndex > 0 ) {
- times[ writeIndex ] = times[ lastIndex ];
- for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
- values[ writeOffset + j ] = values[ readOffset + j ];
- }
- ++ writeIndex;
- }
- if ( writeIndex !== times.length ) {
- this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
- this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
- } else {
- this.times = times;
- this.values = values;
- }
- return this;
- }
- clone() {
- const times = AnimationUtils.arraySlice( this.times, 0 );
- const values = AnimationUtils.arraySlice( this.values, 0 );
- const TypedKeyframeTrack = this.constructor;
- const track = new TypedKeyframeTrack( this.name, times, values );
- // Interpolant argument to constructor is not saved, so copy the factory method directly.
- track.createInterpolant = this.createInterpolant;
- return track;
- }
- }
- KeyframeTrack.prototype.TimeBufferType = Float32Array;
- KeyframeTrack.prototype.ValueBufferType = Float32Array;
- KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
- /**
- * A Track of Boolean keyframe values.
- */
- class BooleanKeyframeTrack extends KeyframeTrack {}
- BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
- BooleanKeyframeTrack.prototype.ValueBufferType = Array;
- BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
- BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
- BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
- /**
- * A Track of keyframe values that represent color.
- */
- class ColorKeyframeTrack extends KeyframeTrack {}
- ColorKeyframeTrack.prototype.ValueTypeName = 'color';
- /**
- * A Track of numeric keyframe values.
- */
- class NumberKeyframeTrack extends KeyframeTrack {}
- NumberKeyframeTrack.prototype.ValueTypeName = 'number';
- /**
- * Spherical linear unit quaternion interpolant.
- */
- class QuaternionLinearInterpolant extends Interpolant {
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- interpolate_( i1, t0, t, t1 ) {
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- alpha = ( t - t0 ) / ( t1 - t0 );
- let offset = i1 * stride;
- for ( let end = offset + stride; offset !== end; offset += 4 ) {
- Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
- }
- return result;
- }
- }
- /**
- * A Track of quaternion keyframe values.
- */
- class QuaternionKeyframeTrack extends KeyframeTrack {
- InterpolantFactoryMethodLinear( result ) {
- return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- }
- QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
- // ValueBufferType is inherited
- QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
- QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
- /**
- * A Track that interpolates Strings
- */
- class StringKeyframeTrack extends KeyframeTrack {}
- StringKeyframeTrack.prototype.ValueTypeName = 'string';
- StringKeyframeTrack.prototype.ValueBufferType = Array;
- StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
- StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
- StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
- /**
- * A Track of vectored keyframe values.
- */
- class VectorKeyframeTrack extends KeyframeTrack {}
- VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
- class AnimationClip {
- constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {
- this.name = name;
- this.tracks = tracks;
- this.duration = duration;
- this.blendMode = blendMode;
- this.uuid = generateUUID();
- // this means it should figure out its duration by scanning the tracks
- if ( this.duration < 0 ) {
- this.resetDuration();
- }
- }
- static parse( json ) {
- const tracks = [],
- jsonTracks = json.tracks,
- frameTime = 1.0 / ( json.fps || 1.0 );
- for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
- tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
- }
- const clip = new this( json.name, json.duration, tracks, json.blendMode );
- clip.uuid = json.uuid;
- return clip;
- }
- static toJSON( clip ) {
- const tracks = [],
- clipTracks = clip.tracks;
- const json = {
- 'name': clip.name,
- 'duration': clip.duration,
- 'tracks': tracks,
- 'uuid': clip.uuid,
- 'blendMode': clip.blendMode
- };
- for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
- tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
- }
- return json;
- }
- static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
- const numMorphTargets = morphTargetSequence.length;
- const tracks = [];
- for ( let i = 0; i < numMorphTargets; i ++ ) {
- let times = [];
- let values = [];
- times.push(
- ( i + numMorphTargets - 1 ) % numMorphTargets,
- i,
- ( i + 1 ) % numMorphTargets );
- values.push( 0, 1, 0 );
- const order = AnimationUtils.getKeyframeOrder( times );
- times = AnimationUtils.sortedArray( times, 1, order );
- values = AnimationUtils.sortedArray( values, 1, order );
- // if there is a key at the first frame, duplicate it as the
- // last frame as well for perfect loop.
- if ( ! noLoop && times[ 0 ] === 0 ) {
- times.push( numMorphTargets );
- values.push( values[ 0 ] );
- }
- tracks.push(
- new NumberKeyframeTrack(
- '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
- times, values
- ).scale( 1.0 / fps ) );
- }
- return new this( name, - 1, tracks );
- }
- static findByName( objectOrClipArray, name ) {
- let clipArray = objectOrClipArray;
- if ( ! Array.isArray( objectOrClipArray ) ) {
- const o = objectOrClipArray;
- clipArray = o.geometry && o.geometry.animations || o.animations;
- }
- for ( let i = 0; i < clipArray.length; i ++ ) {
- if ( clipArray[ i ].name === name ) {
- return clipArray[ i ];
- }
- }
- return null;
- }
- static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
- const animationToMorphTargets = {};
- // tested with https://regex101.com/ on trick sequences
- // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
- const pattern = /^([\w-]*?)([\d]+)$/;
- // sort morph target names into animation groups based
- // patterns like Walk_001, Walk_002, Run_001, Run_002
- for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
- const morphTarget = morphTargets[ i ];
- const parts = morphTarget.name.match( pattern );
- if ( parts && parts.length > 1 ) {
- const name = parts[ 1 ];
- let animationMorphTargets = animationToMorphTargets[ name ];
- if ( ! animationMorphTargets ) {
- animationToMorphTargets[ name ] = animationMorphTargets = [];
- }
- animationMorphTargets.push( morphTarget );
- }
- }
- const clips = [];
- for ( const name in animationToMorphTargets ) {
- clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
- }
- return clips;
- }
- // parse the animation.hierarchy format
- static parseAnimation( animation, bones ) {
- if ( ! animation ) {
- console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
- return null;
- }
- const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
- // only return track if there are actually keys.
- if ( animationKeys.length !== 0 ) {
- const times = [];
- const values = [];
- AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
- // empty keys are filtered out, so check again
- if ( times.length !== 0 ) {
- destTracks.push( new trackType( trackName, times, values ) );
- }
- }
- };
- const tracks = [];
- const clipName = animation.name || 'default';
- const fps = animation.fps || 30;
- const blendMode = animation.blendMode;
- // automatic length determination in AnimationClip.
- let duration = animation.length || - 1;
- const hierarchyTracks = animation.hierarchy || [];
- for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
- const animationKeys = hierarchyTracks[ h ].keys;
- // skip empty tracks
- if ( ! animationKeys || animationKeys.length === 0 ) continue;
- // process morph targets
- if ( animationKeys[ 0 ].morphTargets ) {
- // figure out all morph targets used in this track
- const morphTargetNames = {};
- let k;
- for ( k = 0; k < animationKeys.length; k ++ ) {
- if ( animationKeys[ k ].morphTargets ) {
- for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
- morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
- }
- }
- }
- // create a track for each morph target with all zero
- // morphTargetInfluences except for the keys in which
- // the morphTarget is named.
- for ( const morphTargetName in morphTargetNames ) {
- const times = [];
- const values = [];
- for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
- const animationKey = animationKeys[ k ];
- times.push( animationKey.time );
- values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
- }
- tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
- }
- duration = morphTargetNames.length * ( fps || 1.0 );
- } else {
- // ...assume skeletal animation
- const boneName = '.bones[' + bones[ h ].name + ']';
- addNonemptyTrack(
- VectorKeyframeTrack, boneName + '.position',
- animationKeys, 'pos', tracks );
- addNonemptyTrack(
- QuaternionKeyframeTrack, boneName + '.quaternion',
- animationKeys, 'rot', tracks );
- addNonemptyTrack(
- VectorKeyframeTrack, boneName + '.scale',
- animationKeys, 'scl', tracks );
- }
- }
- if ( tracks.length === 0 ) {
- return null;
- }
- const clip = new this( clipName, duration, tracks, blendMode );
- return clip;
- }
- resetDuration() {
- const tracks = this.tracks;
- let duration = 0;
- for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
- const track = this.tracks[ i ];
- duration = Math.max( duration, track.times[ track.times.length - 1 ] );
- }
- this.duration = duration;
- return this;
- }
- trim() {
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- this.tracks[ i ].trim( 0, this.duration );
- }
- return this;
- }
- validate() {
- let valid = true;
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- valid = valid && this.tracks[ i ].validate();
- }
- return valid;
- }
- optimize() {
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- this.tracks[ i ].optimize();
- }
- return this;
- }
- clone() {
- const tracks = [];
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- tracks.push( this.tracks[ i ].clone() );
- }
- return new this.constructor( this.name, this.duration, tracks, this.blendMode );
- }
- toJSON() {
- return this.constructor.toJSON( this );
- }
- }
- function getTrackTypeForValueTypeName( typeName ) {
- switch ( typeName.toLowerCase() ) {
- case 'scalar':
- case 'double':
- case 'float':
- case 'number':
- case 'integer':
- return NumberKeyframeTrack;
- case 'vector':
- case 'vector2':
- case 'vector3':
- case 'vector4':
- return VectorKeyframeTrack;
- case 'color':
- return ColorKeyframeTrack;
- case 'quaternion':
- return QuaternionKeyframeTrack;
- case 'bool':
- case 'boolean':
- return BooleanKeyframeTrack;
- case 'string':
- return StringKeyframeTrack;
- }
- throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
- }
- function parseKeyframeTrack( json ) {
- if ( json.type === undefined ) {
- throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
- }
- const trackType = getTrackTypeForValueTypeName( json.type );
- if ( json.times === undefined ) {
- const times = [], values = [];
- AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
- json.times = times;
- json.values = values;
- }
- // derived classes can define a static parse method
- if ( trackType.parse !== undefined ) {
- return trackType.parse( json );
- } else {
- // by default, we assume a constructor compatible with the base
- return new trackType( json.name, json.times, json.values, json.interpolation );
- }
- }
- const Cache = {
- enabled: false,
- files: {},
- add: function ( key, file ) {
- if ( this.enabled === false ) return;
- // console.log( 'THREE.Cache', 'Adding key:', key );
- this.files[ key ] = file;
- },
- get: function ( key ) {
- if ( this.enabled === false ) return;
- // console.log( 'THREE.Cache', 'Checking key:', key );
- return this.files[ key ];
- },
- remove: function ( key ) {
- delete this.files[ key ];
- },
- clear: function () {
- this.files = {};
- }
- };
- class LoadingManager {
- constructor( onLoad, onProgress, onError ) {
- const scope = this;
- let isLoading = false;
- let itemsLoaded = 0;
- let itemsTotal = 0;
- let urlModifier = undefined;
- const handlers = [];
- // Refer to #5689 for the reason why we don't set .onStart
- // in the constructor
- this.onStart = undefined;
- this.onLoad = onLoad;
- this.onProgress = onProgress;
- this.onError = onError;
- this.itemStart = function ( url ) {
- itemsTotal ++;
- if ( isLoading === false ) {
- if ( scope.onStart !== undefined ) {
- scope.onStart( url, itemsLoaded, itemsTotal );
- }
- }
- isLoading = true;
- };
- this.itemEnd = function ( url ) {
- itemsLoaded ++;
- if ( scope.onProgress !== undefined ) {
- scope.onProgress( url, itemsLoaded, itemsTotal );
- }
- if ( itemsLoaded === itemsTotal ) {
- isLoading = false;
- if ( scope.onLoad !== undefined ) {
- scope.onLoad();
- }
- }
- };
- this.itemError = function ( url ) {
- if ( scope.onError !== undefined ) {
- scope.onError( url );
- }
- };
- this.resolveURL = function ( url ) {
- if ( urlModifier ) {
- return urlModifier( url );
- }
- return url;
- };
- this.setURLModifier = function ( transform ) {
- urlModifier = transform;
- return this;
- };
- this.addHandler = function ( regex, loader ) {
- handlers.push( regex, loader );
- return this;
- };
- this.removeHandler = function ( regex ) {
- const index = handlers.indexOf( regex );
- if ( index !== - 1 ) {
- handlers.splice( index, 2 );
- }
- return this;
- };
- this.getHandler = function ( file ) {
- for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
- const regex = handlers[ i ];
- const loader = handlers[ i + 1 ];
- if ( regex.global ) regex.lastIndex = 0; // see #17920
- if ( regex.test( file ) ) {
- return loader;
- }
- }
- return null;
- };
- }
- }
- const DefaultLoadingManager = new LoadingManager();
- class Loader {
- constructor( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- this.crossOrigin = 'anonymous';
- this.withCredentials = false;
- this.path = '';
- this.resourcePath = '';
- this.requestHeader = {};
- }
- load( /* url, onLoad, onProgress, onError */ ) {}
- loadAsync( url, onProgress ) {
- const scope = this;
- return new Promise( function ( resolve, reject ) {
- scope.load( url, resolve, onProgress, reject );
- } );
- }
- parse( /* data */ ) {}
- setCrossOrigin( crossOrigin ) {
- this.crossOrigin = crossOrigin;
- return this;
- }
- setWithCredentials( value ) {
- this.withCredentials = value;
- return this;
- }
- setPath( path ) {
- this.path = path;
- return this;
- }
- setResourcePath( resourcePath ) {
- this.resourcePath = resourcePath;
- return this;
- }
- setRequestHeader( requestHeader ) {
- this.requestHeader = requestHeader;
- return this;
- }
- }
- const loading = {};
- class FileLoader extends Loader {
- constructor( manager ) {
- super( manager );
- }
- load( url, onLoad, onProgress, onError ) {
- if ( url === undefined ) url = '';
- if ( this.path !== undefined ) url = this.path + url;
- url = this.manager.resolveURL( url );
- const scope = this;
- const cached = Cache.get( url );
- if ( cached !== undefined ) {
- scope.manager.itemStart( url );
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- // Check if request is duplicate
- if ( loading[ url ] !== undefined ) {
- loading[ url ].push( {
- onLoad: onLoad,
- onProgress: onProgress,
- onError: onError
- } );
- return;
- }
- // Check for data: URI
- const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
- const dataUriRegexResult = url.match( dataUriRegex );
- let request;
- // Safari can not handle Data URIs through XMLHttpRequest so process manually
- if ( dataUriRegexResult ) {
- const mimeType = dataUriRegexResult[ 1 ];
- const isBase64 = !! dataUriRegexResult[ 2 ];
- let data = dataUriRegexResult[ 3 ];
- data = decodeURIComponent( data );
- if ( isBase64 ) data = atob( data );
- try {
- let response;
- const responseType = ( this.responseType || '' ).toLowerCase();
- switch ( responseType ) {
- case 'arraybuffer':
- case 'blob':
- const view = new Uint8Array( data.length );
- for ( let i = 0; i < data.length; i ++ ) {
- view[ i ] = data.charCodeAt( i );
- }
- if ( responseType === 'blob' ) {
- response = new Blob( [ view.buffer ], { type: mimeType } );
- } else {
- response = view.buffer;
- }
- break;
- case 'document':
- const parser = new DOMParser();
- response = parser.parseFromString( data, mimeType );
- break;
- case 'json':
- response = JSON.parse( data );
- break;
- default: // 'text' or other
- response = data;
- break;
- }
- // Wait for next browser tick like standard XMLHttpRequest event dispatching does
- setTimeout( function () {
- if ( onLoad ) onLoad( response );
- scope.manager.itemEnd( url );
- }, 0 );
- } catch ( error ) {
- // Wait for next browser tick like standard XMLHttpRequest event dispatching does
- setTimeout( function () {
- if ( onError ) onError( error );
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- }, 0 );
- }
- } else {
- // Initialise array for duplicate requests
- loading[ url ] = [];
- loading[ url ].push( {
- onLoad: onLoad,
- onProgress: onProgress,
- onError: onError
- } );
- request = new XMLHttpRequest();
- request.open( 'GET', url, true );
- request.addEventListener( 'load', function ( event ) {
- const response = this.response;
- const callbacks = loading[ url ];
- delete loading[ url ];
- if ( this.status === 200 || this.status === 0 ) {
- // Some browsers return HTTP Status 0 when using non-http protocol
- // e.g. 'file://' or 'data://'. Handle as success.
- if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
- // Add to cache only on HTTP success, so that we do not cache
- // error response bodies as proper responses to requests.
- Cache.add( url, response );
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onLoad ) callback.onLoad( response );
- }
- scope.manager.itemEnd( url );
- } else {
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onError ) callback.onError( event );
- }
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- }
- }, false );
- request.addEventListener( 'progress', function ( event ) {
- const callbacks = loading[ url ];
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onProgress ) callback.onProgress( event );
- }
- }, false );
- request.addEventListener( 'error', function ( event ) {
- const callbacks = loading[ url ];
- delete loading[ url ];
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onError ) callback.onError( event );
- }
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- }, false );
- request.addEventListener( 'abort', function ( event ) {
- const callbacks = loading[ url ];
- delete loading[ url ];
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onError ) callback.onError( event );
- }
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- }, false );
- if ( this.responseType !== undefined ) request.responseType = this.responseType;
- if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
- if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
- for ( const header in this.requestHeader ) {
- request.setRequestHeader( header, this.requestHeader[ header ] );
- }
- request.send( null );
- }
- scope.manager.itemStart( url );
- return request;
- }
- setResponseType( value ) {
- this.responseType = value;
- return this;
- }
- setMimeType( value ) {
- this.mimeType = value;
- return this;
- }
- }
- class ImageLoader extends Loader {
- constructor( manager ) {
- super( manager );
- }
- load( url, onLoad, onProgress, onError ) {
- if ( this.path !== undefined ) url = this.path + url;
- url = this.manager.resolveURL( url );
- const scope = this;
- const cached = Cache.get( url );
- if ( cached !== undefined ) {
- scope.manager.itemStart( url );
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- const image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
- function onImageLoad() {
- image.removeEventListener( 'load', onImageLoad, false );
- image.removeEventListener( 'error', onImageError, false );
- Cache.add( url, this );
- if ( onLoad ) onLoad( this );
- scope.manager.itemEnd( url );
- }
- function onImageError( event ) {
- image.removeEventListener( 'load', onImageLoad, false );
- image.removeEventListener( 'error', onImageError, false );
- if ( onError ) onError( event );
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- }
- image.addEventListener( 'load', onImageLoad, false );
- image.addEventListener( 'error', onImageError, false );
- if ( url.substr( 0, 5 ) !== 'data:' ) {
- if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
- }
- scope.manager.itemStart( url );
- image.src = url;
- return image;
- }
- }
- class CubeTextureLoader extends Loader {
- constructor( manager ) {
- super( manager );
- }
- load( urls, onLoad, onProgress, onError ) {
- const texture = new CubeTexture();
- const loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setPath( this.path );
- let loaded = 0;
- function loadTexture( i ) {
- loader.load( urls[ i ], function ( image ) {
- texture.images[ i ] = image;
- loaded ++;
- if ( loaded === 6 ) {
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }, undefined, onError );
- }
- for ( let i = 0; i < urls.length; ++ i ) {
- loadTexture( i );
- }
- return texture;
- }
- }
- class TextureLoader extends Loader {
- constructor( manager ) {
- super( manager );
- }
- load( url, onLoad, onProgress, onError ) {
- const texture = new Texture();
- const loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setPath( this.path );
- loader.load( url, function ( image ) {
- texture.image = image;
- // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
- const isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
- texture.format = isJPEG ? RGBFormat : RGBAFormat;
- texture.needsUpdate = true;
- if ( onLoad !== undefined ) {
- onLoad( texture );
- }
- }, onProgress, onError );
- return texture;
- }
- }
- /**************************************************************
- * Curved Path - a curve path is simply a array of connected
- * curves, but retains the api of a curve
- **************************************************************/
- class CurvePath extends Curve {
- constructor() {
- super();
- this.type = 'CurvePath';
- this.curves = [];
- this.autoClose = false; // Automatically closes the path
- }
- add( curve ) {
- this.curves.push( curve );
- }
- closePath() {
- // Add a line curve if start and end of lines are not connected
- const startPoint = this.curves[ 0 ].getPoint( 0 );
- const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
- if ( ! startPoint.equals( endPoint ) ) {
- this.curves.push( new LineCurve( endPoint, startPoint ) );
- }
- }
- // To get accurate point with reference to
- // entire path distance at time t,
- // following has to be done:
- // 1. Length of each sub path have to be known
- // 2. Locate and identify type of curve
- // 3. Get t for the curve
- // 4. Return curve.getPointAt(t')
- getPoint( t ) {
- const d = t * this.getLength();
- const curveLengths = this.getCurveLengths();
- let i = 0;
- // To think about boundaries points.
- while ( i < curveLengths.length ) {
- if ( curveLengths[ i ] >= d ) {
- const diff = curveLengths[ i ] - d;
- const curve = this.curves[ i ];
- const segmentLength = curve.getLength();
- const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
- return curve.getPointAt( u );
- }
- i ++;
- }
- return null;
- // loop where sum != 0, sum > d , sum+1 <d
- }
- // We cannot use the default THREE.Curve getPoint() with getLength() because in
- // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
- // getPoint() depends on getLength
- getLength() {
- const lens = this.getCurveLengths();
- return lens[ lens.length - 1 ];
- }
- // cacheLengths must be recalculated.
- updateArcLengths() {
- this.needsUpdate = true;
- this.cacheLengths = null;
- this.getCurveLengths();
- }
- // Compute lengths and cache them
- // We cannot overwrite getLengths() because UtoT mapping uses it.
- getCurveLengths() {
- // We use cache values if curves and cache array are same length
- if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
- return this.cacheLengths;
- }
- // Get length of sub-curve
- // Push sums into cached array
- const lengths = [];
- let sums = 0;
- for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
- sums += this.curves[ i ].getLength();
- lengths.push( sums );
- }
- this.cacheLengths = lengths;
- return lengths;
- }
- getSpacedPoints( divisions = 40 ) {
- const points = [];
- for ( let i = 0; i <= divisions; i ++ ) {
- points.push( this.getPoint( i / divisions ) );
- }
- if ( this.autoClose ) {
- points.push( points[ 0 ] );
- }
- return points;
- }
- getPoints( divisions = 12 ) {
- const points = [];
- let last;
- for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
- const curve = curves[ i ];
- const resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
- : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
- : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
- : divisions;
- const pts = curve.getPoints( resolution );
- for ( let j = 0; j < pts.length; j ++ ) {
- const point = pts[ j ];
- if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
- points.push( point );
- last = point;
- }
- }
- if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
- points.push( points[ 0 ] );
- }
- return points;
- }
- copy( source ) {
- super.copy( source );
- this.curves = [];
- for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
- const curve = source.curves[ i ];
- this.curves.push( curve.clone() );
- }
- this.autoClose = source.autoClose;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.autoClose = this.autoClose;
- data.curves = [];
- for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
- const curve = this.curves[ i ];
- data.curves.push( curve.toJSON() );
- }
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.autoClose = json.autoClose;
- this.curves = [];
- for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
- const curve = json.curves[ i ];
- this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
- }
- return this;
- }
- }
- class Path extends CurvePath {
- constructor( points ) {
- super();
- this.type = 'Path';
- this.currentPoint = new Vector2();
- if ( points ) {
- this.setFromPoints( points );
- }
- }
- setFromPoints( points ) {
- this.moveTo( points[ 0 ].x, points[ 0 ].y );
- for ( let i = 1, l = points.length; i < l; i ++ ) {
- this.lineTo( points[ i ].x, points[ i ].y );
- }
- return this;
- }
- moveTo( x, y ) {
- this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
- return this;
- }
- lineTo( x, y ) {
- const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
- this.curves.push( curve );
- this.currentPoint.set( x, y );
- return this;
- }
- quadraticCurveTo( aCPx, aCPy, aX, aY ) {
- const curve = new QuadraticBezierCurve(
- this.currentPoint.clone(),
- new Vector2( aCPx, aCPy ),
- new Vector2( aX, aY )
- );
- this.curves.push( curve );
- this.currentPoint.set( aX, aY );
- return this;
- }
- bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
- const curve = new CubicBezierCurve(
- this.currentPoint.clone(),
- new Vector2( aCP1x, aCP1y ),
- new Vector2( aCP2x, aCP2y ),
- new Vector2( aX, aY )
- );
- this.curves.push( curve );
- this.currentPoint.set( aX, aY );
- return this;
- }
- splineThru( pts /*Array of Vector*/ ) {
- const npts = [ this.currentPoint.clone() ].concat( pts );
- const curve = new SplineCurve( npts );
- this.curves.push( curve );
- this.currentPoint.copy( pts[ pts.length - 1 ] );
- return this;
- }
- arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- const x0 = this.currentPoint.x;
- const y0 = this.currentPoint.y;
- this.absarc( aX + x0, aY + y0, aRadius,
- aStartAngle, aEndAngle, aClockwise );
- return this;
- }
- absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- return this;
- }
- ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- const x0 = this.currentPoint.x;
- const y0 = this.currentPoint.y;
- this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
- return this;
- }
- absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
- if ( this.curves.length > 0 ) {
- // if a previous curve is present, attempt to join
- const firstPoint = curve.getPoint( 0 );
- if ( ! firstPoint.equals( this.currentPoint ) ) {
- this.lineTo( firstPoint.x, firstPoint.y );
- }
- }
- this.curves.push( curve );
- const lastPoint = curve.getPoint( 1 );
- this.currentPoint.copy( lastPoint );
- return this;
- }
- copy( source ) {
- super.copy( source );
- this.currentPoint.copy( source.currentPoint );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.currentPoint = this.currentPoint.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.currentPoint.fromArray( json.currentPoint );
- return this;
- }
- }
- class Shape extends Path {
- constructor( points ) {
- super( points );
- this.uuid = generateUUID();
- this.type = 'Shape';
- this.holes = [];
- }
- getPointsHoles( divisions ) {
- const holesPts = [];
- for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
- holesPts[ i ] = this.holes[ i ].getPoints( divisions );
- }
- return holesPts;
- }
- // get points of shape and holes (keypoints based on segments parameter)
- extractPoints( divisions ) {
- return {
- shape: this.getPoints( divisions ),
- holes: this.getPointsHoles( divisions )
- };
- }
- copy( source ) {
- super.copy( source );
- this.holes = [];
- for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
- const hole = source.holes[ i ];
- this.holes.push( hole.clone() );
- }
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.uuid = this.uuid;
- data.holes = [];
- for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
- const hole = this.holes[ i ];
- data.holes.push( hole.toJSON() );
- }
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.uuid = json.uuid;
- this.holes = [];
- for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
- const hole = json.holes[ i ];
- this.holes.push( new Path().fromJSON( hole ) );
- }
- return this;
- }
- }
- class Light extends Object3D {
- constructor( color, intensity = 1 ) {
- super();
- this.type = 'Light';
- this.color = new Color( color );
- this.intensity = intensity;
- }
- dispose() {
- // Empty here in base class; some subclasses override.
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.intensity = source.intensity;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
- if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
- if ( this.distance !== undefined ) data.object.distance = this.distance;
- if ( this.angle !== undefined ) data.object.angle = this.angle;
- if ( this.decay !== undefined ) data.object.decay = this.decay;
- if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
- if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
- return data;
- }
- }
- Light.prototype.isLight = true;
- class HemisphereLight extends Light {
- constructor( skyColor, groundColor, intensity ) {
- super( skyColor, intensity );
- this.type = 'HemisphereLight';
- this.position.copy( Object3D.DefaultUp );
- this.updateMatrix();
- this.groundColor = new Color( groundColor );
- }
- copy( source ) {
- Light.prototype.copy.call( this, source );
- this.groundColor.copy( source.groundColor );
- return this;
- }
- }
- HemisphereLight.prototype.isHemisphereLight = true;
- const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
- const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
- const _lookTarget$1 = /*@__PURE__*/ new Vector3();
- class LightShadow {
- constructor( camera ) {
- this.camera = camera;
- this.bias = 0;
- this.normalBias = 0;
- this.radius = 1;
- this.mapSize = new Vector2( 512, 512 );
- this.map = null;
- this.mapPass = null;
- this.matrix = new Matrix4();
- this.autoUpdate = true;
- this.needsUpdate = false;
- this._frustum = new Frustum();
- this._frameExtents = new Vector2( 1, 1 );
- this._viewportCount = 1;
- this._viewports = [
- new Vector4( 0, 0, 1, 1 )
- ];
- }
- getViewportCount() {
- return this._viewportCount;
- }
- getFrustum() {
- return this._frustum;
- }
- updateMatrices( light ) {
- const shadowCamera = this.camera;
- const shadowMatrix = this.matrix;
- _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
- shadowCamera.position.copy( _lightPositionWorld$1 );
- _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _lookTarget$1 );
- shadowCamera.updateMatrixWorld();
- _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
- shadowMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0
- );
- shadowMatrix.multiply( shadowCamera.projectionMatrix );
- shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
- }
- getViewport( viewportIndex ) {
- return this._viewports[ viewportIndex ];
- }
- getFrameExtents() {
- return this._frameExtents;
- }
- dispose() {
- if ( this.map ) {
- this.map.dispose();
- }
- if ( this.mapPass ) {
- this.mapPass.dispose();
- }
- }
- copy( source ) {
- this.camera = source.camera.clone();
- this.bias = source.bias;
- this.radius = source.radius;
- this.mapSize.copy( source.mapSize );
- return this;
- }
- clone() {
- return new this.constructor().copy( this );
- }
- toJSON() {
- const object = {};
- if ( this.bias !== 0 ) object.bias = this.bias;
- if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
- if ( this.radius !== 1 ) object.radius = this.radius;
- if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
- object.camera = this.camera.toJSON( false ).object;
- delete object.camera.matrix;
- return object;
- }
- }
- class SpotLightShadow extends LightShadow {
- constructor() {
- super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
- this.focus = 1;
- }
- updateMatrices( light ) {
- const camera = this.camera;
- const fov = RAD2DEG * 2 * light.angle * this.focus;
- const aspect = this.mapSize.width / this.mapSize.height;
- const far = light.distance || camera.far;
- if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
- camera.fov = fov;
- camera.aspect = aspect;
- camera.far = far;
- camera.updateProjectionMatrix();
- }
- super.updateMatrices( light );
- }
- copy( source ) {
- super.copy( source );
- this.focus = source.focus;
- return this;
- }
- }
- SpotLightShadow.prototype.isSpotLightShadow = true;
- class SpotLight extends Light {
- constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {
- super( color, intensity );
- this.type = 'SpotLight';
- this.position.copy( Object3D.DefaultUp );
- this.updateMatrix();
- this.target = new Object3D();
- this.distance = distance;
- this.angle = angle;
- this.penumbra = penumbra;
- this.decay = decay; // for physically correct lights, should be 2.
- this.shadow = new SpotLightShadow();
- }
- get power() {
- // intensity = power per solid angle.
- // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- return this.intensity * Math.PI;
- }
- set power( power ) {
- // intensity = power per solid angle.
- // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- this.intensity = power / Math.PI;
- }
- dispose() {
- this.shadow.dispose();
- }
- copy( source ) {
- super.copy( source );
- this.distance = source.distance;
- this.angle = source.angle;
- this.penumbra = source.penumbra;
- this.decay = source.decay;
- this.target = source.target.clone();
- this.shadow = source.shadow.clone();
- return this;
- }
- }
- SpotLight.prototype.isSpotLight = true;
- const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
- const _lightPositionWorld = /*@__PURE__*/ new Vector3();
- const _lookTarget = /*@__PURE__*/ new Vector3();
- class PointLightShadow extends LightShadow {
- constructor() {
- super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
- this._frameExtents = new Vector2( 4, 2 );
- this._viewportCount = 6;
- this._viewports = [
- // These viewports map a cube-map onto a 2D texture with the
- // following orientation:
- //
- // xzXZ
- // y Y
- //
- // X - Positive x direction
- // x - Negative x direction
- // Y - Positive y direction
- // y - Negative y direction
- // Z - Positive z direction
- // z - Negative z direction
- // positive X
- new Vector4( 2, 1, 1, 1 ),
- // negative X
- new Vector4( 0, 1, 1, 1 ),
- // positive Z
- new Vector4( 3, 1, 1, 1 ),
- // negative Z
- new Vector4( 1, 1, 1, 1 ),
- // positive Y
- new Vector4( 3, 0, 1, 1 ),
- // negative Y
- new Vector4( 1, 0, 1, 1 )
- ];
- this._cubeDirections = [
- new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
- new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
- ];
- this._cubeUps = [
- new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
- new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
- ];
- }
- updateMatrices( light, viewportIndex = 0 ) {
- const camera = this.camera;
- const shadowMatrix = this.matrix;
- const far = light.distance || camera.far;
- if ( far !== camera.far ) {
- camera.far = far;
- camera.updateProjectionMatrix();
- }
- _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
- camera.position.copy( _lightPositionWorld );
- _lookTarget.copy( camera.position );
- _lookTarget.add( this._cubeDirections[ viewportIndex ] );
- camera.up.copy( this._cubeUps[ viewportIndex ] );
- camera.lookAt( _lookTarget );
- camera.updateMatrixWorld();
- shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- this._frustum.setFromProjectionMatrix( _projScreenMatrix );
- }
- }
- PointLightShadow.prototype.isPointLightShadow = true;
- class PointLight extends Light {
- constructor( color, intensity, distance = 0, decay = 1 ) {
- super( color, intensity );
- this.type = 'PointLight';
- this.distance = distance;
- this.decay = decay; // for physically correct lights, should be 2.
- this.shadow = new PointLightShadow();
- }
- get power() {
- // intensity = power per solid angle.
- // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- return this.intensity * 4 * Math.PI;
- }
- set power( power ) {
- // intensity = power per solid angle.
- // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- this.intensity = power / ( 4 * Math.PI );
- }
- dispose() {
- this.shadow.dispose();
- }
- copy( source ) {
- super.copy( source );
- this.distance = source.distance;
- this.decay = source.decay;
- this.shadow = source.shadow.clone();
- return this;
- }
- }
- PointLight.prototype.isPointLight = true;
- class OrthographicCamera extends Camera {
- constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
- super();
- this.type = 'OrthographicCamera';
- this.zoom = 1;
- this.view = null;
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
- this.near = near;
- this.far = far;
- this.updateProjectionMatrix();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.left = source.left;
- this.right = source.right;
- this.top = source.top;
- this.bottom = source.bottom;
- this.near = source.near;
- this.far = source.far;
- this.zoom = source.zoom;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- return this;
- }
- setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
- if ( this.view === null ) {
- this.view = {
- enabled: true,
- fullWidth: 1,
- fullHeight: 1,
- offsetX: 0,
- offsetY: 0,
- width: 1,
- height: 1
- };
- }
- this.view.enabled = true;
- this.view.fullWidth = fullWidth;
- this.view.fullHeight = fullHeight;
- this.view.offsetX = x;
- this.view.offsetY = y;
- this.view.width = width;
- this.view.height = height;
- this.updateProjectionMatrix();
- }
- clearViewOffset() {
- if ( this.view !== null ) {
- this.view.enabled = false;
- }
- this.updateProjectionMatrix();
- }
- updateProjectionMatrix() {
- const dx = ( this.right - this.left ) / ( 2 * this.zoom );
- const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
- const cx = ( this.right + this.left ) / 2;
- const cy = ( this.top + this.bottom ) / 2;
- let left = cx - dx;
- let right = cx + dx;
- let top = cy + dy;
- let bottom = cy - dy;
- if ( this.view !== null && this.view.enabled ) {
- const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
- const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
- left += scaleW * this.view.offsetX;
- right = left + scaleW * this.view.width;
- top -= scaleH * this.view.offsetY;
- bottom = top - scaleH * this.view.height;
- }
- this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
- this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.zoom = this.zoom;
- data.object.left = this.left;
- data.object.right = this.right;
- data.object.top = this.top;
- data.object.bottom = this.bottom;
- data.object.near = this.near;
- data.object.far = this.far;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- return data;
- }
- }
- OrthographicCamera.prototype.isOrthographicCamera = true;
- class DirectionalLightShadow extends LightShadow {
- constructor() {
- super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
- }
- }
- DirectionalLightShadow.prototype.isDirectionalLightShadow = true;
- class DirectionalLight extends Light {
- constructor( color, intensity ) {
- super( color, intensity );
- this.type = 'DirectionalLight';
- this.position.copy( Object3D.DefaultUp );
- this.updateMatrix();
- this.target = new Object3D();
- this.shadow = new DirectionalLightShadow();
- }
- dispose() {
- this.shadow.dispose();
- }
- copy( source ) {
- super.copy( source );
- this.target = source.target.clone();
- this.shadow = source.shadow.clone();
- return this;
- }
- }
- DirectionalLight.prototype.isDirectionalLight = true;
- class AmbientLight extends Light {
- constructor( color, intensity ) {
- super( color, intensity );
- this.type = 'AmbientLight';
- }
- }
- AmbientLight.prototype.isAmbientLight = true;
- class RectAreaLight extends Light {
- constructor( color, intensity, width = 10, height = 10 ) {
- super( color, intensity );
- this.type = 'RectAreaLight';
- this.width = width;
- this.height = height;
- }
- copy( source ) {
- super.copy( source );
- this.width = source.width;
- this.height = source.height;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.width = this.width;
- data.object.height = this.height;
- return data;
- }
- }
- RectAreaLight.prototype.isRectAreaLight = true;
- /**
- * Primary reference:
- * https://graphics.stanford.edu/papers/envmap/envmap.pdf
- *
- * Secondary reference:
- * https://www.ppsloan.org/publications/StupidSH36.pdf
- */
- // 3-band SH defined by 9 coefficients
- class SphericalHarmonics3 {
- constructor() {
- this.coefficients = [];
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients.push( new Vector3() );
- }
- }
- set( coefficients ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].copy( coefficients[ i ] );
- }
- return this;
- }
- zero() {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].set( 0, 0, 0 );
- }
- return this;
- }
- // get the radiance in the direction of the normal
- // target is a Vector3
- getAt( normal, target ) {
- // normal is assumed to be unit length
- const x = normal.x, y = normal.y, z = normal.z;
- const coeff = this.coefficients;
- // band 0
- target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
- // band 1
- target.addScaledVector( coeff[ 1 ], 0.488603 * y );
- target.addScaledVector( coeff[ 2 ], 0.488603 * z );
- target.addScaledVector( coeff[ 3 ], 0.488603 * x );
- // band 2
- target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
- target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
- target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
- target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
- target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
- return target;
- }
- // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
- // target is a Vector3
- // https://graphics.stanford.edu/papers/envmap/envmap.pdf
- getIrradianceAt( normal, target ) {
- // normal is assumed to be unit length
- const x = normal.x, y = normal.y, z = normal.z;
- const coeff = this.coefficients;
- // band 0
- target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
- // band 1
- target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
- target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
- target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
- // band 2
- target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
- target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
- target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
- target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
- target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
- return target;
- }
- add( sh ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].add( sh.coefficients[ i ] );
- }
- return this;
- }
- addScaledSH( sh, s ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
- }
- return this;
- }
- scale( s ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].multiplyScalar( s );
- }
- return this;
- }
- lerp( sh, alpha ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
- }
- return this;
- }
- equals( sh ) {
- for ( let i = 0; i < 9; i ++ ) {
- if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
- return false;
- }
- }
- return true;
- }
- copy( sh ) {
- return this.set( sh.coefficients );
- }
- clone() {
- return new this.constructor().copy( this );
- }
- fromArray( array, offset = 0 ) {
- const coefficients = this.coefficients;
- for ( let i = 0; i < 9; i ++ ) {
- coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
- }
- return this;
- }
- toArray( array = [], offset = 0 ) {
- const coefficients = this.coefficients;
- for ( let i = 0; i < 9; i ++ ) {
- coefficients[ i ].toArray( array, offset + ( i * 3 ) );
- }
- return array;
- }
- // evaluate the basis functions
- // shBasis is an Array[ 9 ]
- static getBasisAt( normal, shBasis ) {
- // normal is assumed to be unit length
- const x = normal.x, y = normal.y, z = normal.z;
- // band 0
- shBasis[ 0 ] = 0.282095;
- // band 1
- shBasis[ 1 ] = 0.488603 * y;
- shBasis[ 2 ] = 0.488603 * z;
- shBasis[ 3 ] = 0.488603 * x;
- // band 2
- shBasis[ 4 ] = 1.092548 * x * y;
- shBasis[ 5 ] = 1.092548 * y * z;
- shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
- shBasis[ 7 ] = 1.092548 * x * z;
- shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
- }
- }
- SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;
- class LightProbe extends Light {
- constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
- super( undefined, intensity );
- this.sh = sh;
- }
- copy( source ) {
- super.copy( source );
- this.sh.copy( source.sh );
- return this;
- }
- fromJSON( json ) {
- this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
- this.sh.fromArray( json.sh );
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.sh = this.sh.toArray();
- return data;
- }
- }
- LightProbe.prototype.isLightProbe = true;
- class LoaderUtils {
- static decodeText( array ) {
- if ( typeof TextDecoder !== 'undefined' ) {
- return new TextDecoder().decode( array );
- }
- // Avoid the String.fromCharCode.apply(null, array) shortcut, which
- // throws a "maximum call stack size exceeded" error for large arrays.
- let s = '';
- for ( let i = 0, il = array.length; i < il; i ++ ) {
- // Implicitly assumes little-endian.
- s += String.fromCharCode( array[ i ] );
- }
- try {
- // merges multi-byte utf-8 characters.
- return decodeURIComponent( escape( s ) );
- } catch ( e ) { // see #16358
- return s;
- }
- }
- static extractUrlBase( url ) {
- const index = url.lastIndexOf( '/' );
- if ( index === - 1 ) return './';
- return url.substr( 0, index + 1 );
- }
- }
- class InstancedBufferGeometry extends BufferGeometry {
- constructor() {
- super();
- this.type = 'InstancedBufferGeometry';
- this.instanceCount = Infinity;
- }
- copy( source ) {
- super.copy( source );
- this.instanceCount = source.instanceCount;
- return this;
- }
- clone() {
- return new this.constructor().copy( this );
- }
- toJSON() {
- const data = super.toJSON( this );
- data.instanceCount = this.instanceCount;
- data.isInstancedBufferGeometry = true;
- return data;
- }
- }
- InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
- class InstancedBufferAttribute extends BufferAttribute {
- constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
- if ( typeof normalized === 'number' ) {
- meshPerAttribute = normalized;
- normalized = false;
- console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
- }
- super( array, itemSize, normalized );
- this.meshPerAttribute = meshPerAttribute;
- }
- copy( source ) {
- super.copy( source );
- this.meshPerAttribute = source.meshPerAttribute;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.meshPerAttribute = this.meshPerAttribute;
- data.isInstancedBufferAttribute = true;
- return data;
- }
- }
- InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
- class ImageBitmapLoader extends Loader {
- constructor( manager ) {
- super( manager );
- if ( typeof createImageBitmap === 'undefined' ) {
- console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
- }
- if ( typeof fetch === 'undefined' ) {
- console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
- }
- this.options = { premultiplyAlpha: 'none' };
- }
- setOptions( options ) {
- this.options = options;
- return this;
- }
- load( url, onLoad, onProgress, onError ) {
- if ( url === undefined ) url = '';
- if ( this.path !== undefined ) url = this.path + url;
- url = this.manager.resolveURL( url );
- const scope = this;
- const cached = Cache.get( url );
- if ( cached !== undefined ) {
- scope.manager.itemStart( url );
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- const fetchOptions = {};
- fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
- fetchOptions.headers = this.requestHeader;
- fetch( url, fetchOptions ).then( function ( res ) {
- return res.blob();
- } ).then( function ( blob ) {
- return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
- } ).then( function ( imageBitmap ) {
- Cache.add( url, imageBitmap );
- if ( onLoad ) onLoad( imageBitmap );
- scope.manager.itemEnd( url );
- } ).catch( function ( e ) {
- if ( onError ) onError( e );
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- } );
- scope.manager.itemStart( url );
- }
- }
- ImageBitmapLoader.prototype.isImageBitmapLoader = true;
- let _context;
- const AudioContext = {
- getContext: function () {
- if ( _context === undefined ) {
- _context = new ( window.AudioContext || window.webkitAudioContext )();
- }
- return _context;
- },
- setContext: function ( value ) {
- _context = value;
- }
- };
- class AudioLoader extends Loader {
- constructor( manager ) {
- super( manager );
- }
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.setPath( this.path );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, function ( buffer ) {
- try {
- // Create a copy of the buffer. The `decodeAudioData` method
- // detaches the buffer when complete, preventing reuse.
- const bufferCopy = buffer.slice( 0 );
- const context = AudioContext.getContext();
- context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
- onLoad( audioBuffer );
- } );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- console.error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- }
- class HemisphereLightProbe extends LightProbe {
- constructor( skyColor, groundColor, intensity = 1 ) {
- super( undefined, intensity );
- const color1 = new Color().set( skyColor );
- const color2 = new Color().set( groundColor );
- const sky = new Vector3( color1.r, color1.g, color1.b );
- const ground = new Vector3( color2.r, color2.g, color2.b );
- // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
- const c0 = Math.sqrt( Math.PI );
- const c1 = c0 * Math.sqrt( 0.75 );
- this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
- this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
- }
- }
- HemisphereLightProbe.prototype.isHemisphereLightProbe = true;
- class AmbientLightProbe extends LightProbe {
- constructor( color, intensity = 1 ) {
- super( undefined, intensity );
- const color1 = new Color().set( color );
- // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
- this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
- }
- }
- AmbientLightProbe.prototype.isAmbientLightProbe = true;
- class Clock {
- constructor( autoStart = true ) {
- this.autoStart = autoStart;
- this.startTime = 0;
- this.oldTime = 0;
- this.elapsedTime = 0;
- this.running = false;
- }
- start() {
- this.startTime = now$3();
- this.oldTime = this.startTime;
- this.elapsedTime = 0;
- this.running = true;
- }
- stop() {
- this.getElapsedTime();
- this.running = false;
- this.autoStart = false;
- }
- getElapsedTime() {
- this.getDelta();
- return this.elapsedTime;
- }
- getDelta() {
- let diff = 0;
- if ( this.autoStart && ! this.running ) {
- this.start();
- return 0;
- }
- if ( this.running ) {
- const newTime = now$3();
- diff = ( newTime - this.oldTime ) / 1000;
- this.oldTime = newTime;
- this.elapsedTime += diff;
- }
- return diff;
- }
- }
- function now$3() {
- return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
- }
- class Audio extends Object3D {
- constructor( listener ) {
- super();
- this.type = 'Audio';
- this.listener = listener;
- this.context = listener.context;
- this.gain = this.context.createGain();
- this.gain.connect( listener.getInput() );
- this.autoplay = false;
- this.buffer = null;
- this.detune = 0;
- this.loop = false;
- this.loopStart = 0;
- this.loopEnd = 0;
- this.offset = 0;
- this.duration = undefined;
- this.playbackRate = 1;
- this.isPlaying = false;
- this.hasPlaybackControl = true;
- this.source = null;
- this.sourceType = 'empty';
- this._startedAt = 0;
- this._progress = 0;
- this._connected = false;
- this.filters = [];
- }
- getOutput() {
- return this.gain;
- }
- setNodeSource( audioNode ) {
- this.hasPlaybackControl = false;
- this.sourceType = 'audioNode';
- this.source = audioNode;
- this.connect();
- return this;
- }
- setMediaElementSource( mediaElement ) {
- this.hasPlaybackControl = false;
- this.sourceType = 'mediaNode';
- this.source = this.context.createMediaElementSource( mediaElement );
- this.connect();
- return this;
- }
- setMediaStreamSource( mediaStream ) {
- this.hasPlaybackControl = false;
- this.sourceType = 'mediaStreamNode';
- this.source = this.context.createMediaStreamSource( mediaStream );
- this.connect();
- return this;
- }
- setBuffer( audioBuffer ) {
- this.buffer = audioBuffer;
- this.sourceType = 'buffer';
- if ( this.autoplay ) this.play();
- return this;
- }
- play( delay = 0 ) {
- if ( this.isPlaying === true ) {
- console.warn( 'THREE.Audio: Audio is already playing.' );
- return;
- }
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this._startedAt = this.context.currentTime + delay;
- const source = this.context.createBufferSource();
- source.buffer = this.buffer;
- source.loop = this.loop;
- source.loopStart = this.loopStart;
- source.loopEnd = this.loopEnd;
- source.onended = this.onEnded.bind( this );
- source.start( this._startedAt, this._progress + this.offset, this.duration );
- this.isPlaying = true;
- this.source = source;
- this.setDetune( this.detune );
- this.setPlaybackRate( this.playbackRate );
- return this.connect();
- }
- pause() {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- if ( this.isPlaying === true ) {
- // update current progress
- this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
- if ( this.loop === true ) {
- // ensure _progress does not exceed duration with looped audios
- this._progress = this._progress % ( this.duration || this.buffer.duration );
- }
- this.source.stop();
- this.source.onended = null;
- this.isPlaying = false;
- }
- return this;
- }
- stop() {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this._progress = 0;
- this.source.stop();
- this.source.onended = null;
- this.isPlaying = false;
- return this;
- }
- connect() {
- if ( this.filters.length > 0 ) {
- this.source.connect( this.filters[ 0 ] );
- for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
- this.filters[ i - 1 ].connect( this.filters[ i ] );
- }
- this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
- } else {
- this.source.connect( this.getOutput() );
- }
- this._connected = true;
- return this;
- }
- disconnect() {
- if ( this.filters.length > 0 ) {
- this.source.disconnect( this.filters[ 0 ] );
- for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
- this.filters[ i - 1 ].disconnect( this.filters[ i ] );
- }
- this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
- } else {
- this.source.disconnect( this.getOutput() );
- }
- this._connected = false;
- return this;
- }
- getFilters() {
- return this.filters;
- }
- setFilters( value ) {
- if ( ! value ) value = [];
- if ( this._connected === true ) {
- this.disconnect();
- this.filters = value.slice();
- this.connect();
- } else {
- this.filters = value.slice();
- }
- return this;
- }
- setDetune( value ) {
- this.detune = value;
- if ( this.source.detune === undefined ) return; // only set detune when available
- if ( this.isPlaying === true ) {
- this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
- }
- return this;
- }
- getDetune() {
- return this.detune;
- }
- getFilter() {
- return this.getFilters()[ 0 ];
- }
- setFilter( filter ) {
- return this.setFilters( filter ? [ filter ] : [] );
- }
- setPlaybackRate( value ) {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this.playbackRate = value;
- if ( this.isPlaying === true ) {
- this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
- }
- return this;
- }
- getPlaybackRate() {
- return this.playbackRate;
- }
- onEnded() {
- this.isPlaying = false;
- }
- getLoop() {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return false;
- }
- return this.loop;
- }
- setLoop( value ) {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this.loop = value;
- if ( this.isPlaying === true ) {
- this.source.loop = this.loop;
- }
- return this;
- }
- setLoopStart( value ) {
- this.loopStart = value;
- return this;
- }
- setLoopEnd( value ) {
- this.loopEnd = value;
- return this;
- }
- getVolume() {
- return this.gain.gain.value;
- }
- setVolume( value ) {
- this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
- return this;
- }
- }
- class PropertyMixer {
- constructor( binding, typeName, valueSize ) {
- this.binding = binding;
- this.valueSize = valueSize;
- let mixFunction,
- mixFunctionAdditive,
- setIdentity;
- // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
- //
- // interpolators can use .buffer as their .result
- // the data then goes to 'incoming'
- //
- // 'accu0' and 'accu1' are used frame-interleaved for
- // the cumulative result and are compared to detect
- // changes
- //
- // 'orig' stores the original state of the property
- //
- // 'add' is used for additive cumulative results
- //
- // 'work' is optional and is only present for quaternion types. It is used
- // to store intermediate quaternion multiplication results
- switch ( typeName ) {
- case 'quaternion':
- mixFunction = this._slerp;
- mixFunctionAdditive = this._slerpAdditive;
- setIdentity = this._setAdditiveIdentityQuaternion;
- this.buffer = new Float64Array( valueSize * 6 );
- this._workIndex = 5;
- break;
- case 'string':
- case 'bool':
- mixFunction = this._select;
- // Use the regular mix function and for additive on these types,
- // additive is not relevant for non-numeric types
- mixFunctionAdditive = this._select;
- setIdentity = this._setAdditiveIdentityOther;
- this.buffer = new Array( valueSize * 5 );
- break;
- default:
- mixFunction = this._lerp;
- mixFunctionAdditive = this._lerpAdditive;
- setIdentity = this._setAdditiveIdentityNumeric;
- this.buffer = new Float64Array( valueSize * 5 );
- }
- this._mixBufferRegion = mixFunction;
- this._mixBufferRegionAdditive = mixFunctionAdditive;
- this._setIdentity = setIdentity;
- this._origIndex = 3;
- this._addIndex = 4;
- this.cumulativeWeight = 0;
- this.cumulativeWeightAdditive = 0;
- this.useCount = 0;
- this.referenceCount = 0;
- }
- // accumulate data in the 'incoming' region into 'accu<i>'
- accumulate( accuIndex, weight ) {
- // note: happily accumulating nothing when weight = 0, the caller knows
- // the weight and shouldn't have made the call in the first place
- const buffer = this.buffer,
- stride = this.valueSize,
- offset = accuIndex * stride + stride;
- let currentWeight = this.cumulativeWeight;
- if ( currentWeight === 0 ) {
- // accuN := incoming * weight
- for ( let i = 0; i !== stride; ++ i ) {
- buffer[ offset + i ] = buffer[ i ];
- }
- currentWeight = weight;
- } else {
- // accuN := accuN + incoming * weight
- currentWeight += weight;
- const mix = weight / currentWeight;
- this._mixBufferRegion( buffer, offset, 0, mix, stride );
- }
- this.cumulativeWeight = currentWeight;
- }
- // accumulate data in the 'incoming' region into 'add'
- accumulateAdditive( weight ) {
- const buffer = this.buffer,
- stride = this.valueSize,
- offset = stride * this._addIndex;
- if ( this.cumulativeWeightAdditive === 0 ) {
- // add = identity
- this._setIdentity();
- }
- // add := add + incoming * weight
- this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
- this.cumulativeWeightAdditive += weight;
- }
- // apply the state of 'accu<i>' to the binding when accus differ
- apply( accuIndex ) {
- const stride = this.valueSize,
- buffer = this.buffer,
- offset = accuIndex * stride + stride,
- weight = this.cumulativeWeight,
- weightAdditive = this.cumulativeWeightAdditive,
- binding = this.binding;
- this.cumulativeWeight = 0;
- this.cumulativeWeightAdditive = 0;
- if ( weight < 1 ) {
- // accuN := accuN + original * ( 1 - cumulativeWeight )
- const originalValueOffset = stride * this._origIndex;
- this._mixBufferRegion(
- buffer, offset, originalValueOffset, 1 - weight, stride );
- }
- if ( weightAdditive > 0 ) {
- // accuN := accuN + additive accuN
- this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
- }
- for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
- if ( buffer[ i ] !== buffer[ i + stride ] ) {
- // value has changed -> update scene graph
- binding.setValue( buffer, offset );
- break;
- }
- }
- }
- // remember the state of the bound property and copy it to both accus
- saveOriginalState() {
- const binding = this.binding;
- const buffer = this.buffer,
- stride = this.valueSize,
- originalValueOffset = stride * this._origIndex;
- binding.getValue( buffer, originalValueOffset );
- // accu[0..1] := orig -- initially detect changes against the original
- for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
- buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
- }
- // Add to identity for additive
- this._setIdentity();
- this.cumulativeWeight = 0;
- this.cumulativeWeightAdditive = 0;
- }
- // apply the state previously taken via 'saveOriginalState' to the binding
- restoreOriginalState() {
- const originalValueOffset = this.valueSize * 3;
- this.binding.setValue( this.buffer, originalValueOffset );
- }
- _setAdditiveIdentityNumeric() {
- const startIndex = this._addIndex * this.valueSize;
- const endIndex = startIndex + this.valueSize;
- for ( let i = startIndex; i < endIndex; i ++ ) {
- this.buffer[ i ] = 0;
- }
- }
- _setAdditiveIdentityQuaternion() {
- this._setAdditiveIdentityNumeric();
- this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
- }
- _setAdditiveIdentityOther() {
- const startIndex = this._origIndex * this.valueSize;
- const targetIndex = this._addIndex * this.valueSize;
- for ( let i = 0; i < this.valueSize; i ++ ) {
- this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
- }
- }
- // mix functions
- _select( buffer, dstOffset, srcOffset, t, stride ) {
- if ( t >= 0.5 ) {
- for ( let i = 0; i !== stride; ++ i ) {
- buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
- }
- }
- }
- _slerp( buffer, dstOffset, srcOffset, t ) {
- Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
- }
- _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
- const workOffset = this._workIndex * stride;
- // Store result in intermediate buffer offset
- Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
- // Slerp to the intermediate result
- Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
- }
- _lerp( buffer, dstOffset, srcOffset, t, stride ) {
- const s = 1 - t;
- for ( let i = 0; i !== stride; ++ i ) {
- const j = dstOffset + i;
- buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
- }
- }
- _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
- for ( let i = 0; i !== stride; ++ i ) {
- const j = dstOffset + i;
- buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
- }
- }
- }
- // Characters [].:/ are reserved for track binding syntax.
- const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
- const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
- // Attempts to allow node names from any language. ES5's `\w` regexp matches
- // only latin characters, and the unicode \p{L} is not yet supported. So
- // instead, we exclude reserved characters and match everything else.
- const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
- const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
- // Parent directories, delimited by '/' or ':'. Currently unused, but must
- // be matched to parse the rest of the track name.
- const _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
- // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
- const _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
- // Object on target node, and accessor. May not contain reserved
- // characters. Accessor may contain any character except closing bracket.
- const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
- // Property and accessor. May not contain reserved characters. Accessor may
- // contain any non-bracket characters.
- const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
- const _trackRe = new RegExp( ''
- + '^'
- + _directoryRe
- + _nodeRe
- + _objectRe
- + _propertyRe
- + '$'
- );
- const _supportedObjectNames = [ 'material', 'materials', 'bones' ];
- class Composite {
- constructor( targetGroup, path, optionalParsedPath ) {
- const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
- this._targetGroup = targetGroup;
- this._bindings = targetGroup.subscribe_( path, parsedPath );
- }
- getValue( array, offset ) {
- this.bind(); // bind all binding
- const firstValidIndex = this._targetGroup.nCachedObjects_,
- binding = this._bindings[ firstValidIndex ];
- // and only call .getValue on the first
- if ( binding !== undefined ) binding.getValue( array, offset );
- }
- setValue( array, offset ) {
- const bindings = this._bindings;
- for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].setValue( array, offset );
- }
- }
- bind() {
- const bindings = this._bindings;
- for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].bind();
- }
- }
- unbind() {
- const bindings = this._bindings;
- for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].unbind();
- }
- }
- }
- // Note: This class uses a State pattern on a per-method basis:
- // 'bind' sets 'this.getValue' / 'setValue' and shadows the
- // prototype version of these methods with one that represents
- // the bound state. When the property is not found, the methods
- // become no-ops.
- class PropertyBinding {
- constructor( rootNode, path, parsedPath ) {
- this.path = path;
- this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
- this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
- this.rootNode = rootNode;
- // initial state of these methods that calls 'bind'
- this.getValue = this._getValue_unbound;
- this.setValue = this._setValue_unbound;
- }
- static create( root, path, parsedPath ) {
- if ( ! ( root && root.isAnimationObjectGroup ) ) {
- return new PropertyBinding( root, path, parsedPath );
- } else {
- return new PropertyBinding.Composite( root, path, parsedPath );
- }
- }
- /**
- * Replaces spaces with underscores and removes unsupported characters from
- * node names, to ensure compatibility with parseTrackName().
- *
- * @param {string} name Node name to be sanitized.
- * @return {string}
- */
- static sanitizeNodeName( name ) {
- return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
- }
- static parseTrackName( trackName ) {
- const matches = _trackRe.exec( trackName );
- if ( ! matches ) {
- throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
- }
- const results = {
- // directoryName: matches[ 1 ], // (tschw) currently unused
- nodeName: matches[ 2 ],
- objectName: matches[ 3 ],
- objectIndex: matches[ 4 ],
- propertyName: matches[ 5 ], // required
- propertyIndex: matches[ 6 ]
- };
- const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
- if ( lastDot !== undefined && lastDot !== - 1 ) {
- const objectName = results.nodeName.substring( lastDot + 1 );
- // Object names must be checked against an allowlist. Otherwise, there
- // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
- // 'bar' could be the objectName, or part of a nodeName (which can
- // include '.' characters).
- if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
- results.nodeName = results.nodeName.substring( 0, lastDot );
- results.objectName = objectName;
- }
- }
- if ( results.propertyName === null || results.propertyName.length === 0 ) {
- throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
- }
- return results;
- }
- static findNode( root, nodeName ) {
- if ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
- return root;
- }
- // search into skeleton bones.
- if ( root.skeleton ) {
- const bone = root.skeleton.getBoneByName( nodeName );
- if ( bone !== undefined ) {
- return bone;
- }
- }
- // search into node subtree.
- if ( root.children ) {
- const searchNodeSubtree = function ( children ) {
- for ( let i = 0; i < children.length; i ++ ) {
- const childNode = children[ i ];
- if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
- return childNode;
- }
- const result = searchNodeSubtree( childNode.children );
- if ( result ) return result;
- }
- return null;
- };
- const subTreeNode = searchNodeSubtree( root.children );
- if ( subTreeNode ) {
- return subTreeNode;
- }
- }
- return null;
- }
- // these are used to "bind" a nonexistent property
- _getValue_unavailable() {}
- _setValue_unavailable() {}
- // Getters
- _getValue_direct( buffer, offset ) {
- buffer[ offset ] = this.node[ this.propertyName ];
- }
- _getValue_array( buffer, offset ) {
- const source = this.resolvedProperty;
- for ( let i = 0, n = source.length; i !== n; ++ i ) {
- buffer[ offset ++ ] = source[ i ];
- }
- }
- _getValue_arrayElement( buffer, offset ) {
- buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
- }
- _getValue_toArray( buffer, offset ) {
- this.resolvedProperty.toArray( buffer, offset );
- }
- // Direct
- _setValue_direct( buffer, offset ) {
- this.targetObject[ this.propertyName ] = buffer[ offset ];
- }
- _setValue_direct_setNeedsUpdate( buffer, offset ) {
- this.targetObject[ this.propertyName ] = buffer[ offset ];
- this.targetObject.needsUpdate = true;
- }
- _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.targetObject[ this.propertyName ] = buffer[ offset ];
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- // EntireArray
- _setValue_array( buffer, offset ) {
- const dest = this.resolvedProperty;
- for ( let i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- }
- _setValue_array_setNeedsUpdate( buffer, offset ) {
- const dest = this.resolvedProperty;
- for ( let i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- this.targetObject.needsUpdate = true;
- }
- _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
- const dest = this.resolvedProperty;
- for ( let i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- // ArrayElement
- _setValue_arrayElement( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- }
- _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- this.targetObject.needsUpdate = true;
- }
- _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- // HasToFromArray
- _setValue_fromArray( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- }
- _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- this.targetObject.needsUpdate = true;
- }
- _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- _getValue_unbound( targetArray, offset ) {
- this.bind();
- this.getValue( targetArray, offset );
- }
- _setValue_unbound( sourceArray, offset ) {
- this.bind();
- this.setValue( sourceArray, offset );
- }
- // create getter / setter pair for a property in the scene graph
- bind() {
- let targetObject = this.node;
- const parsedPath = this.parsedPath;
- const objectName = parsedPath.objectName;
- const propertyName = parsedPath.propertyName;
- let propertyIndex = parsedPath.propertyIndex;
- if ( ! targetObject ) {
- targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
- this.node = targetObject;
- }
- // set fail state so we can just 'return' on error
- this.getValue = this._getValue_unavailable;
- this.setValue = this._setValue_unavailable;
- // ensure there is a value node
- if ( ! targetObject ) {
- console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
- return;
- }
- if ( objectName ) {
- let objectIndex = parsedPath.objectIndex;
- // special cases were we need to reach deeper into the hierarchy to get the face materials....
- switch ( objectName ) {
- case 'materials':
- if ( ! targetObject.material ) {
- console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
- return;
- }
- if ( ! targetObject.material.materials ) {
- console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
- return;
- }
- targetObject = targetObject.material.materials;
- break;
- case 'bones':
- if ( ! targetObject.skeleton ) {
- console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
- return;
- }
- // potential future optimization: skip this if propertyIndex is already an integer
- // and convert the integer string to a true integer.
- targetObject = targetObject.skeleton.bones;
- // support resolving morphTarget names into indices.
- for ( let i = 0; i < targetObject.length; i ++ ) {
- if ( targetObject[ i ].name === objectIndex ) {
- objectIndex = i;
- break;
- }
- }
- break;
- default:
- if ( targetObject[ objectName ] === undefined ) {
- console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
- return;
- }
- targetObject = targetObject[ objectName ];
- }
- if ( objectIndex !== undefined ) {
- if ( targetObject[ objectIndex ] === undefined ) {
- console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
- return;
- }
- targetObject = targetObject[ objectIndex ];
- }
- }
- // resolve property
- const nodeProperty = targetObject[ propertyName ];
- if ( nodeProperty === undefined ) {
- const nodeName = parsedPath.nodeName;
- console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
- '.' + propertyName + ' but it wasn\'t found.', targetObject );
- return;
- }
- // determine versioning scheme
- let versioning = this.Versioning.None;
- this.targetObject = targetObject;
- if ( targetObject.needsUpdate !== undefined ) { // material
- versioning = this.Versioning.NeedsUpdate;
- } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
- versioning = this.Versioning.MatrixWorldNeedsUpdate;
- }
- // determine how the property gets bound
- let bindingType = this.BindingType.Direct;
- if ( propertyIndex !== undefined ) {
- // access a sub element of the property array (only primitives are supported right now)
- if ( propertyName === 'morphTargetInfluences' ) {
- // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
- // support resolving morphTarget names into indices.
- if ( ! targetObject.geometry ) {
- console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
- return;
- }
- if ( targetObject.geometry.isBufferGeometry ) {
- if ( ! targetObject.geometry.morphAttributes ) {
- console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
- return;
- }
- if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
- propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
- }
- } else {
- console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
- return;
- }
- }
- bindingType = this.BindingType.ArrayElement;
- this.resolvedProperty = nodeProperty;
- this.propertyIndex = propertyIndex;
- } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
- // must use copy for Object3D.Euler/Quaternion
- bindingType = this.BindingType.HasFromToArray;
- this.resolvedProperty = nodeProperty;
- } else if ( Array.isArray( nodeProperty ) ) {
- bindingType = this.BindingType.EntireArray;
- this.resolvedProperty = nodeProperty;
- } else {
- this.propertyName = propertyName;
- }
- // select getter / setter
- this.getValue = this.GetterByBindingType[ bindingType ];
- this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
- }
- unbind() {
- this.node = null;
- // back to the prototype version of getValue / setValue
- // note: avoiding to mutate the shape of 'this' via 'delete'
- this.getValue = this._getValue_unbound;
- this.setValue = this._setValue_unbound;
- }
- }
- PropertyBinding.Composite = Composite;
- PropertyBinding.prototype.BindingType = {
- Direct: 0,
- EntireArray: 1,
- ArrayElement: 2,
- HasFromToArray: 3
- };
- PropertyBinding.prototype.Versioning = {
- None: 0,
- NeedsUpdate: 1,
- MatrixWorldNeedsUpdate: 2
- };
- PropertyBinding.prototype.GetterByBindingType = [
- PropertyBinding.prototype._getValue_direct,
- PropertyBinding.prototype._getValue_array,
- PropertyBinding.prototype._getValue_arrayElement,
- PropertyBinding.prototype._getValue_toArray,
- ];
- PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
- [
- // Direct
- PropertyBinding.prototype._setValue_direct,
- PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
- PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
- ], [
- // EntireArray
- PropertyBinding.prototype._setValue_array,
- PropertyBinding.prototype._setValue_array_setNeedsUpdate,
- PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
- ], [
- // ArrayElement
- PropertyBinding.prototype._setValue_arrayElement,
- PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
- PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
- ], [
- // HasToFromArray
- PropertyBinding.prototype._setValue_fromArray,
- PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
- PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
- ]
- ];
- class AnimationAction {
- constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
- this._mixer = mixer;
- this._clip = clip;
- this._localRoot = localRoot;
- this.blendMode = blendMode;
- const tracks = clip.tracks,
- nTracks = tracks.length,
- interpolants = new Array( nTracks );
- const interpolantSettings = {
- endingStart: ZeroCurvatureEnding,
- endingEnd: ZeroCurvatureEnding
- };
- for ( let i = 0; i !== nTracks; ++ i ) {
- const interpolant = tracks[ i ].createInterpolant( null );
- interpolants[ i ] = interpolant;
- interpolant.settings = interpolantSettings;
- }
- this._interpolantSettings = interpolantSettings;
- this._interpolants = interpolants; // bound by the mixer
- // inside: PropertyMixer (managed by the mixer)
- this._propertyBindings = new Array( nTracks );
- this._cacheIndex = null; // for the memory manager
- this._byClipCacheIndex = null; // for the memory manager
- this._timeScaleInterpolant = null;
- this._weightInterpolant = null;
- this.loop = LoopRepeat;
- this._loopCount = - 1;
- // global mixer time when the action is to be started
- // it's set back to 'null' upon start of the action
- this._startTime = null;
- // scaled local time of the action
- // gets clamped or wrapped to 0..clip.duration according to loop
- this.time = 0;
- this.timeScale = 1;
- this._effectiveTimeScale = 1;
- this.weight = 1;
- this._effectiveWeight = 1;
- this.repetitions = Infinity; // no. of repetitions when looping
- this.paused = false; // true -> zero effective time scale
- this.enabled = true; // false -> zero effective weight
- this.clampWhenFinished = false;// keep feeding the last frame?
- this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
- this.zeroSlopeAtEnd = true;// clips for start, loop and end
- }
- // State & Scheduling
- play() {
- this._mixer._activateAction( this );
- return this;
- }
- stop() {
- this._mixer._deactivateAction( this );
- return this.reset();
- }
- reset() {
- this.paused = false;
- this.enabled = true;
- this.time = 0; // restart clip
- this._loopCount = - 1;// forget previous loops
- this._startTime = null;// forget scheduling
- return this.stopFading().stopWarping();
- }
- isRunning() {
- return this.enabled && ! this.paused && this.timeScale !== 0 &&
- this._startTime === null && this._mixer._isActiveAction( this );
- }
- // return true when play has been called
- isScheduled() {
- return this._mixer._isActiveAction( this );
- }
- startAt( time ) {
- this._startTime = time;
- return this;
- }
- setLoop( mode, repetitions ) {
- this.loop = mode;
- this.repetitions = repetitions;
- return this;
- }
- // Weight
- // set the weight stopping any scheduled fading
- // although .enabled = false yields an effective weight of zero, this
- // method does *not* change .enabled, because it would be confusing
- setEffectiveWeight( weight ) {
- this.weight = weight;
- // note: same logic as when updated at runtime
- this._effectiveWeight = this.enabled ? weight : 0;
- return this.stopFading();
- }
- // return the weight considering fading and .enabled
- getEffectiveWeight() {
- return this._effectiveWeight;
- }
- fadeIn( duration ) {
- return this._scheduleFading( duration, 0, 1 );
- }
- fadeOut( duration ) {
- return this._scheduleFading( duration, 1, 0 );
- }
- crossFadeFrom( fadeOutAction, duration, warp ) {
- fadeOutAction.fadeOut( duration );
- this.fadeIn( duration );
- if ( warp ) {
- const fadeInDuration = this._clip.duration,
- fadeOutDuration = fadeOutAction._clip.duration,
- startEndRatio = fadeOutDuration / fadeInDuration,
- endStartRatio = fadeInDuration / fadeOutDuration;
- fadeOutAction.warp( 1.0, startEndRatio, duration );
- this.warp( endStartRatio, 1.0, duration );
- }
- return this;
- }
- crossFadeTo( fadeInAction, duration, warp ) {
- return fadeInAction.crossFadeFrom( this, duration, warp );
- }
- stopFading() {
- const weightInterpolant = this._weightInterpolant;
- if ( weightInterpolant !== null ) {
- this._weightInterpolant = null;
- this._mixer._takeBackControlInterpolant( weightInterpolant );
- }
- return this;
- }
- // Time Scale Control
- // set the time scale stopping any scheduled warping
- // although .paused = true yields an effective time scale of zero, this
- // method does *not* change .paused, because it would be confusing
- setEffectiveTimeScale( timeScale ) {
- this.timeScale = timeScale;
- this._effectiveTimeScale = this.paused ? 0 : timeScale;
- return this.stopWarping();
- }
- // return the time scale considering warping and .paused
- getEffectiveTimeScale() {
- return this._effectiveTimeScale;
- }
- setDuration( duration ) {
- this.timeScale = this._clip.duration / duration;
- return this.stopWarping();
- }
- syncWith( action ) {
- this.time = action.time;
- this.timeScale = action.timeScale;
- return this.stopWarping();
- }
- halt( duration ) {
- return this.warp( this._effectiveTimeScale, 0, duration );
- }
- warp( startTimeScale, endTimeScale, duration ) {
- const mixer = this._mixer,
- now = mixer.time,
- timeScale = this.timeScale;
- let interpolant = this._timeScaleInterpolant;
- if ( interpolant === null ) {
- interpolant = mixer._lendControlInterpolant();
- this._timeScaleInterpolant = interpolant;
- }
- const times = interpolant.parameterPositions,
- values = interpolant.sampleValues;
- times[ 0 ] = now;
- times[ 1 ] = now + duration;
- values[ 0 ] = startTimeScale / timeScale;
- values[ 1 ] = endTimeScale / timeScale;
- return this;
- }
- stopWarping() {
- const timeScaleInterpolant = this._timeScaleInterpolant;
- if ( timeScaleInterpolant !== null ) {
- this._timeScaleInterpolant = null;
- this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
- }
- return this;
- }
- // Object Accessors
- getMixer() {
- return this._mixer;
- }
- getClip() {
- return this._clip;
- }
- getRoot() {
- return this._localRoot || this._mixer._root;
- }
- // Interna
- _update( time, deltaTime, timeDirection, accuIndex ) {
- // called by the mixer
- if ( ! this.enabled ) {
- // call ._updateWeight() to update ._effectiveWeight
- this._updateWeight( time );
- return;
- }
- const startTime = this._startTime;
- if ( startTime !== null ) {
- // check for scheduled start of action
- const timeRunning = ( time - startTime ) * timeDirection;
- if ( timeRunning < 0 || timeDirection === 0 ) {
- return; // yet to come / don't decide when delta = 0
- }
- // start
- this._startTime = null; // unschedule
- deltaTime = timeDirection * timeRunning;
- }
- // apply time scale and advance time
- deltaTime *= this._updateTimeScale( time );
- const clipTime = this._updateTime( deltaTime );
- // note: _updateTime may disable the action resulting in
- // an effective weight of 0
- const weight = this._updateWeight( time );
- if ( weight > 0 ) {
- const interpolants = this._interpolants;
- const propertyMixers = this._propertyBindings;
- switch ( this.blendMode ) {
- case AdditiveAnimationBlendMode:
- for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
- interpolants[ j ].evaluate( clipTime );
- propertyMixers[ j ].accumulateAdditive( weight );
- }
- break;
- case NormalAnimationBlendMode:
- default:
- for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
- interpolants[ j ].evaluate( clipTime );
- propertyMixers[ j ].accumulate( accuIndex, weight );
- }
- }
- }
- }
- _updateWeight( time ) {
- let weight = 0;
- if ( this.enabled ) {
- weight = this.weight;
- const interpolant = this._weightInterpolant;
- if ( interpolant !== null ) {
- const interpolantValue = interpolant.evaluate( time )[ 0 ];
- weight *= interpolantValue;
- if ( time > interpolant.parameterPositions[ 1 ] ) {
- this.stopFading();
- if ( interpolantValue === 0 ) {
- // faded out, disable
- this.enabled = false;
- }
- }
- }
- }
- this._effectiveWeight = weight;
- return weight;
- }
- _updateTimeScale( time ) {
- let timeScale = 0;
- if ( ! this.paused ) {
- timeScale = this.timeScale;
- const interpolant = this._timeScaleInterpolant;
- if ( interpolant !== null ) {
- const interpolantValue = interpolant.evaluate( time )[ 0 ];
- timeScale *= interpolantValue;
- if ( time > interpolant.parameterPositions[ 1 ] ) {
- this.stopWarping();
- if ( timeScale === 0 ) {
- // motion has halted, pause
- this.paused = true;
- } else {
- // warp done - apply final time scale
- this.timeScale = timeScale;
- }
- }
- }
- }
- this._effectiveTimeScale = timeScale;
- return timeScale;
- }
- _updateTime( deltaTime ) {
- const duration = this._clip.duration;
- const loop = this.loop;
- let time = this.time + deltaTime;
- let loopCount = this._loopCount;
- const pingPong = ( loop === LoopPingPong );
- if ( deltaTime === 0 ) {
- if ( loopCount === - 1 ) return time;
- return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
- }
- if ( loop === LoopOnce ) {
- if ( loopCount === - 1 ) {
- // just started
- this._loopCount = 0;
- this._setEndings( true, true, false );
- }
- handle_stop: {
- if ( time >= duration ) {
- time = duration;
- } else if ( time < 0 ) {
- time = 0;
- } else {
- this.time = time;
- break handle_stop;
- }
- if ( this.clampWhenFinished ) this.paused = true;
- else this.enabled = false;
- this.time = time;
- this._mixer.dispatchEvent( {
- type: 'finished', action: this,
- direction: deltaTime < 0 ? - 1 : 1
- } );
- }
- } else { // repetitive Repeat or PingPong
- if ( loopCount === - 1 ) {
- // just started
- if ( deltaTime >= 0 ) {
- loopCount = 0;
- this._setEndings( true, this.repetitions === 0, pingPong );
- } else {
- // when looping in reverse direction, the initial
- // transition through zero counts as a repetition,
- // so leave loopCount at -1
- this._setEndings( this.repetitions === 0, true, pingPong );
- }
- }
- if ( time >= duration || time < 0 ) {
- // wrap around
- const loopDelta = Math.floor( time / duration ); // signed
- time -= duration * loopDelta;
- loopCount += Math.abs( loopDelta );
- const pending = this.repetitions - loopCount;
- if ( pending <= 0 ) {
- // have to stop (switch state, clamp time, fire event)
- if ( this.clampWhenFinished ) this.paused = true;
- else this.enabled = false;
- time = deltaTime > 0 ? duration : 0;
- this.time = time;
- this._mixer.dispatchEvent( {
- type: 'finished', action: this,
- direction: deltaTime > 0 ? 1 : - 1
- } );
- } else {
- // keep running
- if ( pending === 1 ) {
- // entering the last round
- const atStart = deltaTime < 0;
- this._setEndings( atStart, ! atStart, pingPong );
- } else {
- this._setEndings( false, false, pingPong );
- }
- this._loopCount = loopCount;
- this.time = time;
- this._mixer.dispatchEvent( {
- type: 'loop', action: this, loopDelta: loopDelta
- } );
- }
- } else {
- this.time = time;
- }
- if ( pingPong && ( loopCount & 1 ) === 1 ) {
- // invert time for the "pong round"
- return duration - time;
- }
- }
- return time;
- }
- _setEndings( atStart, atEnd, pingPong ) {
- const settings = this._interpolantSettings;
- if ( pingPong ) {
- settings.endingStart = ZeroSlopeEnding;
- settings.endingEnd = ZeroSlopeEnding;
- } else {
- // assuming for LoopOnce atStart == atEnd == true
- if ( atStart ) {
- settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
- } else {
- settings.endingStart = WrapAroundEnding;
- }
- if ( atEnd ) {
- settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
- } else {
- settings.endingEnd = WrapAroundEnding;
- }
- }
- }
- _scheduleFading( duration, weightNow, weightThen ) {
- const mixer = this._mixer, now = mixer.time;
- let interpolant = this._weightInterpolant;
- if ( interpolant === null ) {
- interpolant = mixer._lendControlInterpolant();
- this._weightInterpolant = interpolant;
- }
- const times = interpolant.parameterPositions,
- values = interpolant.sampleValues;
- times[ 0 ] = now;
- values[ 0 ] = weightNow;
- times[ 1 ] = now + duration;
- values[ 1 ] = weightThen;
- return this;
- }
- }
- class AnimationMixer extends EventDispatcher {
- constructor( root ) {
- super();
- this._root = root;
- this._initMemoryManager();
- this._accuIndex = 0;
- this.time = 0;
- this.timeScale = 1.0;
- }
- _bindAction( action, prototypeAction ) {
- const root = action._localRoot || this._root,
- tracks = action._clip.tracks,
- nTracks = tracks.length,
- bindings = action._propertyBindings,
- interpolants = action._interpolants,
- rootUuid = root.uuid,
- bindingsByRoot = this._bindingsByRootAndName;
- let bindingsByName = bindingsByRoot[ rootUuid ];
- if ( bindingsByName === undefined ) {
- bindingsByName = {};
- bindingsByRoot[ rootUuid ] = bindingsByName;
- }
- for ( let i = 0; i !== nTracks; ++ i ) {
- const track = tracks[ i ],
- trackName = track.name;
- let binding = bindingsByName[ trackName ];
- if ( binding !== undefined ) {
- bindings[ i ] = binding;
- } else {
- binding = bindings[ i ];
- if ( binding !== undefined ) {
- // existing binding, make sure the cache knows
- if ( binding._cacheIndex === null ) {
- ++ binding.referenceCount;
- this._addInactiveBinding( binding, rootUuid, trackName );
- }
- continue;
- }
- const path = prototypeAction && prototypeAction.
- _propertyBindings[ i ].binding.parsedPath;
- binding = new PropertyMixer(
- PropertyBinding.create( root, trackName, path ),
- track.ValueTypeName, track.getValueSize() );
- ++ binding.referenceCount;
- this._addInactiveBinding( binding, rootUuid, trackName );
- bindings[ i ] = binding;
- }
- interpolants[ i ].resultBuffer = binding.buffer;
- }
- }
- _activateAction( action ) {
- if ( ! this._isActiveAction( action ) ) {
- if ( action._cacheIndex === null ) {
- // this action has been forgotten by the cache, but the user
- // appears to be still using it -> rebind
- const rootUuid = ( action._localRoot || this._root ).uuid,
- clipUuid = action._clip.uuid,
- actionsForClip = this._actionsByClip[ clipUuid ];
- this._bindAction( action,
- actionsForClip && actionsForClip.knownActions[ 0 ] );
- this._addInactiveAction( action, clipUuid, rootUuid );
- }
- const bindings = action._propertyBindings;
- // increment reference counts / sort out state
- for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
- const binding = bindings[ i ];
- if ( binding.useCount ++ === 0 ) {
- this._lendBinding( binding );
- binding.saveOriginalState();
- }
- }
- this._lendAction( action );
- }
- }
- _deactivateAction( action ) {
- if ( this._isActiveAction( action ) ) {
- const bindings = action._propertyBindings;
- // decrement reference counts / sort out state
- for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
- const binding = bindings[ i ];
- if ( -- binding.useCount === 0 ) {
- binding.restoreOriginalState();
- this._takeBackBinding( binding );
- }
- }
- this._takeBackAction( action );
- }
- }
- // Memory manager
- _initMemoryManager() {
- this._actions = []; // 'nActiveActions' followed by inactive ones
- this._nActiveActions = 0;
- this._actionsByClip = {};
- // inside:
- // {
- // knownActions: Array< AnimationAction > - used as prototypes
- // actionByRoot: AnimationAction - lookup
- // }
- this._bindings = []; // 'nActiveBindings' followed by inactive ones
- this._nActiveBindings = 0;
- this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
- this._controlInterpolants = []; // same game as above
- this._nActiveControlInterpolants = 0;
- const scope = this;
- this.stats = {
- actions: {
- get total() {
- return scope._actions.length;
- },
- get inUse() {
- return scope._nActiveActions;
- }
- },
- bindings: {
- get total() {
- return scope._bindings.length;
- },
- get inUse() {
- return scope._nActiveBindings;
- }
- },
- controlInterpolants: {
- get total() {
- return scope._controlInterpolants.length;
- },
- get inUse() {
- return scope._nActiveControlInterpolants;
- }
- }
- };
- }
- // Memory management for AnimationAction objects
- _isActiveAction( action ) {
- const index = action._cacheIndex;
- return index !== null && index < this._nActiveActions;
- }
- _addInactiveAction( action, clipUuid, rootUuid ) {
- const actions = this._actions,
- actionsByClip = this._actionsByClip;
- let actionsForClip = actionsByClip[ clipUuid ];
- if ( actionsForClip === undefined ) {
- actionsForClip = {
- knownActions: [ action ],
- actionByRoot: {}
- };
- action._byClipCacheIndex = 0;
- actionsByClip[ clipUuid ] = actionsForClip;
- } else {
- const knownActions = actionsForClip.knownActions;
- action._byClipCacheIndex = knownActions.length;
- knownActions.push( action );
- }
- action._cacheIndex = actions.length;
- actions.push( action );
- actionsForClip.actionByRoot[ rootUuid ] = action;
- }
- _removeInactiveAction( action ) {
- const actions = this._actions,
- lastInactiveAction = actions[ actions.length - 1 ],
- cacheIndex = action._cacheIndex;
- lastInactiveAction._cacheIndex = cacheIndex;
- actions[ cacheIndex ] = lastInactiveAction;
- actions.pop();
- action._cacheIndex = null;
- const clipUuid = action._clip.uuid,
- actionsByClip = this._actionsByClip,
- actionsForClip = actionsByClip[ clipUuid ],
- knownActionsForClip = actionsForClip.knownActions,
- lastKnownAction =
- knownActionsForClip[ knownActionsForClip.length - 1 ],
- byClipCacheIndex = action._byClipCacheIndex;
- lastKnownAction._byClipCacheIndex = byClipCacheIndex;
- knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
- knownActionsForClip.pop();
- action._byClipCacheIndex = null;
- const actionByRoot = actionsForClip.actionByRoot,
- rootUuid = ( action._localRoot || this._root ).uuid;
- delete actionByRoot[ rootUuid ];
- if ( knownActionsForClip.length === 0 ) {
- delete actionsByClip[ clipUuid ];
- }
- this._removeInactiveBindingsForAction( action );
- }
- _removeInactiveBindingsForAction( action ) {
- const bindings = action._propertyBindings;
- for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
- const binding = bindings[ i ];
- if ( -- binding.referenceCount === 0 ) {
- this._removeInactiveBinding( binding );
- }
- }
- }
- _lendAction( action ) {
- // [ active actions | inactive actions ]
- // [ active actions >| inactive actions ]
- // s a
- // <-swap->
- // a s
- const actions = this._actions,
- prevIndex = action._cacheIndex,
- lastActiveIndex = this._nActiveActions ++,
- firstInactiveAction = actions[ lastActiveIndex ];
- action._cacheIndex = lastActiveIndex;
- actions[ lastActiveIndex ] = action;
- firstInactiveAction._cacheIndex = prevIndex;
- actions[ prevIndex ] = firstInactiveAction;
- }
- _takeBackAction( action ) {
- // [ active actions | inactive actions ]
- // [ active actions |< inactive actions ]
- // a s
- // <-swap->
- // s a
- const actions = this._actions,
- prevIndex = action._cacheIndex,
- firstInactiveIndex = -- this._nActiveActions,
- lastActiveAction = actions[ firstInactiveIndex ];
- action._cacheIndex = firstInactiveIndex;
- actions[ firstInactiveIndex ] = action;
- lastActiveAction._cacheIndex = prevIndex;
- actions[ prevIndex ] = lastActiveAction;
- }
- // Memory management for PropertyMixer objects
- _addInactiveBinding( binding, rootUuid, trackName ) {
- const bindingsByRoot = this._bindingsByRootAndName,
- bindings = this._bindings;
- let bindingByName = bindingsByRoot[ rootUuid ];
- if ( bindingByName === undefined ) {
- bindingByName = {};
- bindingsByRoot[ rootUuid ] = bindingByName;
- }
- bindingByName[ trackName ] = binding;
- binding._cacheIndex = bindings.length;
- bindings.push( binding );
- }
- _removeInactiveBinding( binding ) {
- const bindings = this._bindings,
- propBinding = binding.binding,
- rootUuid = propBinding.rootNode.uuid,
- trackName = propBinding.path,
- bindingsByRoot = this._bindingsByRootAndName,
- bindingByName = bindingsByRoot[ rootUuid ],
- lastInactiveBinding = bindings[ bindings.length - 1 ],
- cacheIndex = binding._cacheIndex;
- lastInactiveBinding._cacheIndex = cacheIndex;
- bindings[ cacheIndex ] = lastInactiveBinding;
- bindings.pop();
- delete bindingByName[ trackName ];
- if ( Object.keys( bindingByName ).length === 0 ) {
- delete bindingsByRoot[ rootUuid ];
- }
- }
- _lendBinding( binding ) {
- const bindings = this._bindings,
- prevIndex = binding._cacheIndex,
- lastActiveIndex = this._nActiveBindings ++,
- firstInactiveBinding = bindings[ lastActiveIndex ];
- binding._cacheIndex = lastActiveIndex;
- bindings[ lastActiveIndex ] = binding;
- firstInactiveBinding._cacheIndex = prevIndex;
- bindings[ prevIndex ] = firstInactiveBinding;
- }
- _takeBackBinding( binding ) {
- const bindings = this._bindings,
- prevIndex = binding._cacheIndex,
- firstInactiveIndex = -- this._nActiveBindings,
- lastActiveBinding = bindings[ firstInactiveIndex ];
- binding._cacheIndex = firstInactiveIndex;
- bindings[ firstInactiveIndex ] = binding;
- lastActiveBinding._cacheIndex = prevIndex;
- bindings[ prevIndex ] = lastActiveBinding;
- }
- // Memory management of Interpolants for weight and time scale
- _lendControlInterpolant() {
- const interpolants = this._controlInterpolants,
- lastActiveIndex = this._nActiveControlInterpolants ++;
- let interpolant = interpolants[ lastActiveIndex ];
- if ( interpolant === undefined ) {
- interpolant = new LinearInterpolant(
- new Float32Array( 2 ), new Float32Array( 2 ),
- 1, this._controlInterpolantsResultBuffer );
- interpolant.__cacheIndex = lastActiveIndex;
- interpolants[ lastActiveIndex ] = interpolant;
- }
- return interpolant;
- }
- _takeBackControlInterpolant( interpolant ) {
- const interpolants = this._controlInterpolants,
- prevIndex = interpolant.__cacheIndex,
- firstInactiveIndex = -- this._nActiveControlInterpolants,
- lastActiveInterpolant = interpolants[ firstInactiveIndex ];
- interpolant.__cacheIndex = firstInactiveIndex;
- interpolants[ firstInactiveIndex ] = interpolant;
- lastActiveInterpolant.__cacheIndex = prevIndex;
- interpolants[ prevIndex ] = lastActiveInterpolant;
- }
- // return an action for a clip optionally using a custom root target
- // object (this method allocates a lot of dynamic memory in case a
- // previously unknown clip/root combination is specified)
- clipAction( clip, optionalRoot, blendMode ) {
- const root = optionalRoot || this._root,
- rootUuid = root.uuid;
- let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
- const clipUuid = clipObject !== null ? clipObject.uuid : clip;
- const actionsForClip = this._actionsByClip[ clipUuid ];
- let prototypeAction = null;
- if ( blendMode === undefined ) {
- if ( clipObject !== null ) {
- blendMode = clipObject.blendMode;
- } else {
- blendMode = NormalAnimationBlendMode;
- }
- }
- if ( actionsForClip !== undefined ) {
- const existingAction = actionsForClip.actionByRoot[ rootUuid ];
- if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
- return existingAction;
- }
- // we know the clip, so we don't have to parse all
- // the bindings again but can just copy
- prototypeAction = actionsForClip.knownActions[ 0 ];
- // also, take the clip from the prototype action
- if ( clipObject === null )
- clipObject = prototypeAction._clip;
- }
- // clip must be known when specified via string
- if ( clipObject === null ) return null;
- // allocate all resources required to run it
- const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
- this._bindAction( newAction, prototypeAction );
- // and make the action known to the memory manager
- this._addInactiveAction( newAction, clipUuid, rootUuid );
- return newAction;
- }
- // get an existing action
- existingAction( clip, optionalRoot ) {
- const root = optionalRoot || this._root,
- rootUuid = root.uuid,
- clipObject = typeof clip === 'string' ?
- AnimationClip.findByName( root, clip ) : clip,
- clipUuid = clipObject ? clipObject.uuid : clip,
- actionsForClip = this._actionsByClip[ clipUuid ];
- if ( actionsForClip !== undefined ) {
- return actionsForClip.actionByRoot[ rootUuid ] || null;
- }
- return null;
- }
- // deactivates all previously scheduled actions
- stopAllAction() {
- const actions = this._actions,
- nActions = this._nActiveActions;
- for ( let i = nActions - 1; i >= 0; -- i ) {
- actions[ i ].stop();
- }
- return this;
- }
- // advance the time and update apply the animation
- update( deltaTime ) {
- deltaTime *= this.timeScale;
- const actions = this._actions,
- nActions = this._nActiveActions,
- time = this.time += deltaTime,
- timeDirection = Math.sign( deltaTime ),
- accuIndex = this._accuIndex ^= 1;
- // run active actions
- for ( let i = 0; i !== nActions; ++ i ) {
- const action = actions[ i ];
- action._update( time, deltaTime, timeDirection, accuIndex );
- }
- // update scene graph
- const bindings = this._bindings,
- nBindings = this._nActiveBindings;
- for ( let i = 0; i !== nBindings; ++ i ) {
- bindings[ i ].apply( accuIndex );
- }
- return this;
- }
- // Allows you to seek to a specific time in an animation.
- setTime( timeInSeconds ) {
- this.time = 0; // Zero out time attribute for AnimationMixer object;
- for ( let i = 0; i < this._actions.length; i ++ ) {
- this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
- }
- return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
- }
- // return this mixer's root target object
- getRoot() {
- return this._root;
- }
- // free all resources specific to a particular clip
- uncacheClip( clip ) {
- const actions = this._actions,
- clipUuid = clip.uuid,
- actionsByClip = this._actionsByClip,
- actionsForClip = actionsByClip[ clipUuid ];
- if ( actionsForClip !== undefined ) {
- // note: just calling _removeInactiveAction would mess up the
- // iteration state and also require updating the state we can
- // just throw away
- const actionsToRemove = actionsForClip.knownActions;
- for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
- const action = actionsToRemove[ i ];
- this._deactivateAction( action );
- const cacheIndex = action._cacheIndex,
- lastInactiveAction = actions[ actions.length - 1 ];
- action._cacheIndex = null;
- action._byClipCacheIndex = null;
- lastInactiveAction._cacheIndex = cacheIndex;
- actions[ cacheIndex ] = lastInactiveAction;
- actions.pop();
- this._removeInactiveBindingsForAction( action );
- }
- delete actionsByClip[ clipUuid ];
- }
- }
- // free all resources specific to a particular root target object
- uncacheRoot( root ) {
- const rootUuid = root.uuid,
- actionsByClip = this._actionsByClip;
- for ( const clipUuid in actionsByClip ) {
- const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
- action = actionByRoot[ rootUuid ];
- if ( action !== undefined ) {
- this._deactivateAction( action );
- this._removeInactiveAction( action );
- }
- }
- const bindingsByRoot = this._bindingsByRootAndName,
- bindingByName = bindingsByRoot[ rootUuid ];
- if ( bindingByName !== undefined ) {
- for ( const trackName in bindingByName ) {
- const binding = bindingByName[ trackName ];
- binding.restoreOriginalState();
- this._removeInactiveBinding( binding );
- }
- }
- }
- // remove a targeted clip from the cache
- uncacheAction( clip, optionalRoot ) {
- const action = this.existingAction( clip, optionalRoot );
- if ( action !== null ) {
- this._deactivateAction( action );
- this._removeInactiveAction( action );
- }
- }
- }
- AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );
- class InstancedInterleavedBuffer extends InterleavedBuffer {
- constructor( array, stride, meshPerAttribute = 1 ) {
- super( array, stride );
- this.meshPerAttribute = meshPerAttribute;
- }
- copy( source ) {
- super.copy( source );
- this.meshPerAttribute = source.meshPerAttribute;
- return this;
- }
- clone( data ) {
- const ib = super.clone( data );
- ib.meshPerAttribute = this.meshPerAttribute;
- return ib;
- }
- toJSON( data ) {
- const json = super.toJSON( data );
- json.isInstancedInterleavedBuffer = true;
- json.meshPerAttribute = this.meshPerAttribute;
- return json;
- }
- }
- InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
- class Raycaster {
- constructor( origin, direction, near = 0, far = Infinity ) {
- this.ray = new Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
- this.near = near;
- this.far = far;
- this.camera = null;
- this.layers = new Layers();
- this.params = {
- Mesh: {},
- Line: { threshold: 1 },
- LOD: {},
- Points: { threshold: 1 },
- Sprite: {}
- };
- }
- set( origin, direction ) {
- // direction is assumed to be normalized (for accurate distance calculations)
- this.ray.set( origin, direction );
- }
- setFromCamera( coords, camera ) {
- if ( camera && camera.isPerspectiveCamera ) {
- this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
- this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
- this.camera = camera;
- } else if ( camera && camera.isOrthographicCamera ) {
- this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
- this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
- this.camera = camera;
- } else {
- console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
- }
- }
- intersectObject( object, recursive = false, intersects = [] ) {
- intersectObject( object, this, intersects, recursive );
- intersects.sort( ascSort );
- return intersects;
- }
- intersectObjects( objects, recursive = false, intersects = [] ) {
- for ( let i = 0, l = objects.length; i < l; i ++ ) {
- intersectObject( objects[ i ], this, intersects, recursive );
- }
- intersects.sort( ascSort );
- return intersects;
- }
- }
- function ascSort( a, b ) {
- return a.distance - b.distance;
- }
- function intersectObject( object, raycaster, intersects, recursive ) {
- if ( object.layers.test( raycaster.layers ) ) {
- object.raycast( raycaster, intersects );
- }
- if ( recursive === true ) {
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- intersectObject( children[ i ], raycaster, intersects, true );
- }
- }
- }
- /**
- * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
- *
- * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
- * The azimuthal angle (theta) is measured from the positive z-axis.
- */
- class Spherical {
- constructor( radius = 1, phi = 0, theta = 0 ) {
- this.radius = radius;
- this.phi = phi; // polar angle
- this.theta = theta; // azimuthal angle
- return this;
- }
- set( radius, phi, theta ) {
- this.radius = radius;
- this.phi = phi;
- this.theta = theta;
- return this;
- }
- copy( other ) {
- this.radius = other.radius;
- this.phi = other.phi;
- this.theta = other.theta;
- return this;
- }
- // restrict phi to be betwee EPS and PI-EPS
- makeSafe() {
- const EPS = 0.000001;
- this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
- return this;
- }
- setFromVector3( v ) {
- return this.setFromCartesianCoords( v.x, v.y, v.z );
- }
- setFromCartesianCoords( x, y, z ) {
- this.radius = Math.sqrt( x * x + y * y + z * z );
- if ( this.radius === 0 ) {
- this.theta = 0;
- this.phi = 0;
- } else {
- this.theta = Math.atan2( x, z );
- this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );
- }
- return this;
- }
- clone() {
- return new this.constructor().copy( this );
- }
- }
- class ImmediateRenderObject extends Object3D {
- constructor( material ) {
- super();
- this.material = material;
- this.render = function ( /* renderCallback */ ) {};
- this.hasPositions = false;
- this.hasNormals = false;
- this.hasColors = false;
- this.hasUvs = false;
- this.positionArray = null;
- this.normalArray = null;
- this.colorArray = null;
- this.uvArray = null;
- this.count = 0;
- }
- }
- ImmediateRenderObject.prototype.isImmediateRenderObject = true;
- const _vector$2 = /*@__PURE__*/ new Vector3();
- const _boneMatrix = /*@__PURE__*/ new Matrix4();
- const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
- class SkeletonHelper extends LineSegments {
- constructor( object ) {
- const bones = getBoneList( object );
- const geometry = new BufferGeometry();
- const vertices = [];
- const colors = [];
- const color1 = new Color( 0, 0, 1 );
- const color2 = new Color( 0, 1, 0 );
- for ( let i = 0; i < bones.length; i ++ ) {
- const bone = bones[ i ];
- if ( bone.parent && bone.parent.isBone ) {
- vertices.push( 0, 0, 0 );
- vertices.push( 0, 0, 0 );
- colors.push( color1.r, color1.g, color1.b );
- colors.push( color2.r, color2.g, color2.b );
- }
- }
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
- super( geometry, material );
- this.type = 'SkeletonHelper';
- this.isSkeletonHelper = true;
- this.root = object;
- this.bones = bones;
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
- }
- updateMatrixWorld( force ) {
- const bones = this.bones;
- const geometry = this.geometry;
- const position = geometry.getAttribute( 'position' );
- _matrixWorldInv.copy( this.root.matrixWorld ).invert();
- for ( let i = 0, j = 0; i < bones.length; i ++ ) {
- const bone = bones[ i ];
- if ( bone.parent && bone.parent.isBone ) {
- _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
- _vector$2.setFromMatrixPosition( _boneMatrix );
- position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
- _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
- _vector$2.setFromMatrixPosition( _boneMatrix );
- position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
- j += 2;
- }
- }
- geometry.getAttribute( 'position' ).needsUpdate = true;
- super.updateMatrixWorld( force );
- }
- }
- function getBoneList( object ) {
- const boneList = [];
- if ( object && object.isBone ) {
- boneList.push( object );
- }
- for ( let i = 0; i < object.children.length; i ++ ) {
- boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
- }
- return boneList;
- }
- class GridHelper extends LineSegments {
- constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
- color1 = new Color( color1 );
- color2 = new Color( color2 );
- const center = divisions / 2;
- const step = size / divisions;
- const halfSize = size / 2;
- const vertices = [], colors = [];
- for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
- vertices.push( - halfSize, 0, k, halfSize, 0, k );
- vertices.push( k, 0, - halfSize, k, 0, halfSize );
- const color = i === center ? color1 : color2;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- }
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
- super( geometry, material );
- this.type = 'GridHelper';
- }
- }
- const _floatView = new Float32Array( 1 );
- new Int32Array( _floatView.buffer );
- const backgroundMaterial = new MeshBasicMaterial( {
- side: BackSide,
- depthWrite: false,
- depthTest: false,
- } );
- new Mesh( new BoxGeometry(), backgroundMaterial );
- //
- Curve.create = function ( construct, getPoint ) {
- console.log( 'THREE.Curve.create() has been deprecated' );
- construct.prototype = Object.create( Curve.prototype );
- construct.prototype.constructor = construct;
- construct.prototype.getPoint = getPoint;
- return construct;
- };
- //
- Path.prototype.fromPoints = function ( points ) {
- console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
- return this.setFromPoints( points );
- };
- GridHelper.prototype.setColors = function () {
- console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
- };
- SkeletonHelper.prototype.update = function () {
- console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
- };
- //
- Loader.prototype.extractUrlBase = function ( url ) {
- console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
- return LoaderUtils.extractUrlBase( url );
- };
- Loader.Handlers = {
- add: function ( /* regex, loader */ ) {
- console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
- },
- get: function ( /* file */ ) {
- console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
- }
- };
- //
- Box3.prototype.center = function ( optionalTarget ) {
- console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
- return this.getCenter( optionalTarget );
- };
- Box3.prototype.empty = function () {
- console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
- return this.isEmpty();
- };
- Box3.prototype.isIntersectionBox = function ( box ) {
- console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
- return this.intersectsBox( box );
- };
- Box3.prototype.isIntersectionSphere = function ( sphere ) {
- console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
- return this.intersectsSphere( sphere );
- };
- Box3.prototype.size = function ( optionalTarget ) {
- console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
- return this.getSize( optionalTarget );
- };
- //
- Sphere.prototype.empty = function () {
- console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
- return this.isEmpty();
- };
- //
- Frustum.prototype.setFromMatrix = function ( m ) {
- console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
- return this.setFromProjectionMatrix( m );
- };
- //
- Matrix3.prototype.flattenToArrayOffset = function ( array, offset ) {
- console.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );
- return this.toArray( array, offset );
- };
- Matrix3.prototype.multiplyVector3 = function ( vector ) {
- console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
- return vector.applyMatrix3( this );
- };
- Matrix3.prototype.multiplyVector3Array = function ( /* a */ ) {
- console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
- };
- Matrix3.prototype.applyToBufferAttribute = function ( attribute ) {
- console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
- return attribute.applyMatrix3( this );
- };
- Matrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {
- console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
- };
- Matrix3.prototype.getInverse = function ( matrix ) {
- console.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );
- return this.copy( matrix ).invert();
- };
- //
- Matrix4.prototype.extractPosition = function ( m ) {
- console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
- return this.copyPosition( m );
- };
- Matrix4.prototype.flattenToArrayOffset = function ( array, offset ) {
- console.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );
- return this.toArray( array, offset );
- };
- Matrix4.prototype.getPosition = function () {
- console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
- return new Vector3().setFromMatrixColumn( this, 3 );
- };
- Matrix4.prototype.setRotationFromQuaternion = function ( q ) {
- console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
- return this.makeRotationFromQuaternion( q );
- };
- Matrix4.prototype.multiplyToArray = function () {
- console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
- };
- Matrix4.prototype.multiplyVector3 = function ( vector ) {
- console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
- };
- Matrix4.prototype.multiplyVector4 = function ( vector ) {
- console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
- };
- Matrix4.prototype.multiplyVector3Array = function ( /* a */ ) {
- console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
- };
- Matrix4.prototype.rotateAxis = function ( v ) {
- console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
- v.transformDirection( this );
- };
- Matrix4.prototype.crossVector = function ( vector ) {
- console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
- };
- Matrix4.prototype.translate = function () {
- console.error( 'THREE.Matrix4: .translate() has been removed.' );
- };
- Matrix4.prototype.rotateX = function () {
- console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
- };
- Matrix4.prototype.rotateY = function () {
- console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
- };
- Matrix4.prototype.rotateZ = function () {
- console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
- };
- Matrix4.prototype.rotateByAxis = function () {
- console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
- };
- Matrix4.prototype.applyToBufferAttribute = function ( attribute ) {
- console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
- return attribute.applyMatrix4( this );
- };
- Matrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {
- console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
- };
- Matrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {
- console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
- return this.makePerspective( left, right, top, bottom, near, far );
- };
- Matrix4.prototype.getInverse = function ( matrix ) {
- console.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );
- return this.copy( matrix ).invert();
- };
- //
- Plane.prototype.isIntersectionLine = function ( line ) {
- console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
- return this.intersectsLine( line );
- };
- //
- Quaternion.prototype.multiplyVector3 = function ( vector ) {
- console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
- return vector.applyQuaternion( this );
- };
- Quaternion.prototype.inverse = function ( ) {
- console.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );
- return this.invert();
- };
- //
- Ray.prototype.isIntersectionBox = function ( box ) {
- console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
- return this.intersectsBox( box );
- };
- Ray.prototype.isIntersectionPlane = function ( plane ) {
- console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
- return this.intersectsPlane( plane );
- };
- Ray.prototype.isIntersectionSphere = function ( sphere ) {
- console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
- return this.intersectsSphere( sphere );
- };
- //
- Triangle.prototype.area = function () {
- console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
- return this.getArea();
- };
- Triangle.prototype.barycoordFromPoint = function ( point, target ) {
- console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
- return this.getBarycoord( point, target );
- };
- Triangle.prototype.midpoint = function ( target ) {
- console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
- return this.getMidpoint( target );
- };
- Triangle.prototypenormal = function ( target ) {
- console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
- return this.getNormal( target );
- };
- Triangle.prototype.plane = function ( target ) {
- console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
- return this.getPlane( target );
- };
- Triangle.barycoordFromPoint = function ( point, a, b, c, target ) {
- console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
- return Triangle.getBarycoord( point, a, b, c, target );
- };
- Triangle.normal = function ( a, b, c, target ) {
- console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
- return Triangle.getNormal( a, b, c, target );
- };
- //
- Shape.prototype.extractAllPoints = function ( divisions ) {
- console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
- return this.extractPoints( divisions );
- };
- Shape.prototype.extrude = function ( options ) {
- console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
- return new ExtrudeGeometry( this, options );
- };
- Shape.prototype.makeGeometry = function ( options ) {
- console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
- return new ShapeGeometry( this, options );
- };
- //
- Vector2.prototype.fromAttribute = function ( attribute, index, offset ) {
- console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
- return this.fromBufferAttribute( attribute, index, offset );
- };
- Vector2.prototype.distanceToManhattan = function ( v ) {
- console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
- return this.manhattanDistanceTo( v );
- };
- Vector2.prototype.lengthManhattan = function () {
- console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
- return this.manhattanLength();
- };
- //
- Vector3.prototype.setEulerFromRotationMatrix = function () {
- console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
- };
- Vector3.prototype.setEulerFromQuaternion = function () {
- console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
- };
- Vector3.prototype.getPositionFromMatrix = function ( m ) {
- console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
- return this.setFromMatrixPosition( m );
- };
- Vector3.prototype.getScaleFromMatrix = function ( m ) {
- console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
- return this.setFromMatrixScale( m );
- };
- Vector3.prototype.getColumnFromMatrix = function ( index, matrix ) {
- console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
- return this.setFromMatrixColumn( matrix, index );
- };
- Vector3.prototype.applyProjection = function ( m ) {
- console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
- return this.applyMatrix4( m );
- };
- Vector3.prototype.fromAttribute = function ( attribute, index, offset ) {
- console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
- return this.fromBufferAttribute( attribute, index, offset );
- };
- Vector3.prototype.distanceToManhattan = function ( v ) {
- console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
- return this.manhattanDistanceTo( v );
- };
- Vector3.prototype.lengthManhattan = function () {
- console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
- return this.manhattanLength();
- };
- //
- Vector4.prototype.fromAttribute = function ( attribute, index, offset ) {
- console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
- return this.fromBufferAttribute( attribute, index, offset );
- };
- Vector4.prototype.lengthManhattan = function () {
- console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
- return this.manhattanLength();
- };
- //
- Object3D.prototype.getChildByName = function ( name ) {
- console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
- return this.getObjectByName( name );
- };
- Object3D.prototype.renderDepth = function () {
- console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
- };
- Object3D.prototype.translate = function ( distance, axis ) {
- console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
- return this.translateOnAxis( axis, distance );
- };
- Object3D.prototype.getWorldRotation = function () {
- console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
- };
- Object3D.prototype.applyMatrix = function ( matrix ) {
- console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
- return this.applyMatrix4( matrix );
- };
- Object.defineProperties( Object3D.prototype, {
- eulerOrder: {
- get: function () {
- console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
- return this.rotation.order;
- },
- set: function ( value ) {
- console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
- this.rotation.order = value;
- }
- },
- useQuaternion: {
- get: function () {
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
- },
- set: function () {
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
- }
- }
- } );
- Mesh.prototype.setDrawMode = function () {
- console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
- };
- Object.defineProperties( Mesh.prototype, {
- drawMode: {
- get: function () {
- console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
- return TrianglesDrawMode;
- },
- set: function () {
- console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
- }
- }
- } );
- SkinnedMesh.prototype.initBones = function () {
- console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
- };
- //
- PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
- console.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +
- 'Use .setFocalLength and .filmGauge for a photographic setup.' );
- if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
- this.setFocalLength( focalLength );
- };
- //
- Object.defineProperties( Light.prototype, {
- onlyShadow: {
- set: function () {
- console.warn( 'THREE.Light: .onlyShadow has been removed.' );
- }
- },
- shadowCameraFov: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
- this.shadow.camera.fov = value;
- }
- },
- shadowCameraLeft: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
- this.shadow.camera.left = value;
- }
- },
- shadowCameraRight: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
- this.shadow.camera.right = value;
- }
- },
- shadowCameraTop: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
- this.shadow.camera.top = value;
- }
- },
- shadowCameraBottom: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
- this.shadow.camera.bottom = value;
- }
- },
- shadowCameraNear: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
- this.shadow.camera.near = value;
- }
- },
- shadowCameraFar: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
- this.shadow.camera.far = value;
- }
- },
- shadowCameraVisible: {
- set: function () {
- console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
- }
- },
- shadowBias: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
- this.shadow.bias = value;
- }
- },
- shadowDarkness: {
- set: function () {
- console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
- }
- },
- shadowMapWidth: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
- this.shadow.mapSize.width = value;
- }
- },
- shadowMapHeight: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
- this.shadow.mapSize.height = value;
- }
- }
- } );
- //
- Object.defineProperties( BufferAttribute.prototype, {
- length: {
- get: function () {
- console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
- return this.array.length;
- }
- },
- dynamic: {
- get: function () {
- console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
- return this.usage === DynamicDrawUsage;
- },
- set: function ( /* value */ ) {
- console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
- this.setUsage( DynamicDrawUsage );
- }
- }
- } );
- BufferAttribute.prototype.setDynamic = function ( value ) {
- console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
- this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
- return this;
- };
- BufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {
- console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
- },
- BufferAttribute.prototype.setArray = function ( /* array */ ) {
- console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
- };
- //
- BufferGeometry.prototype.addIndex = function ( index ) {
- console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
- this.setIndex( index );
- };
- BufferGeometry.prototype.addAttribute = function ( name, attribute ) {
- console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
- if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
- console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
- return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
- }
- if ( name === 'index' ) {
- console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
- this.setIndex( attribute );
- return this;
- }
- return this.setAttribute( name, attribute );
- };
- BufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {
- if ( indexOffset !== undefined ) {
- console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
- }
- console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
- this.addGroup( start, count );
- };
- BufferGeometry.prototype.clearDrawCalls = function () {
- console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
- this.clearGroups();
- };
- BufferGeometry.prototype.computeOffsets = function () {
- console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
- };
- BufferGeometry.prototype.removeAttribute = function ( name ) {
- console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
- return this.deleteAttribute( name );
- };
- BufferGeometry.prototype.applyMatrix = function ( matrix ) {
- console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
- return this.applyMatrix4( matrix );
- };
- Object.defineProperties( BufferGeometry.prototype, {
- drawcalls: {
- get: function () {
- console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
- return this.groups;
- }
- },
- offsets: {
- get: function () {
- console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
- return this.groups;
- }
- }
- } );
- InterleavedBuffer.prototype.setDynamic = function ( value ) {
- console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
- this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
- return this;
- };
- InterleavedBuffer.prototype.setArray = function ( /* array */ ) {
- console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
- };
- //
- ExtrudeGeometry.prototype.getArrays = function () {
- console.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );
- };
- ExtrudeGeometry.prototype.addShapeList = function () {
- console.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );
- };
- ExtrudeGeometry.prototype.addShape = function () {
- console.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );
- };
- //
- Scene.prototype.dispose = function () {
- console.error( 'THREE.Scene: .dispose() has been removed.' );
- };
- //
- Object.defineProperties( Material.prototype, {
- wrapAround: {
- get: function () {
- console.warn( 'THREE.Material: .wrapAround has been removed.' );
- },
- set: function () {
- console.warn( 'THREE.Material: .wrapAround has been removed.' );
- }
- },
- overdraw: {
- get: function () {
- console.warn( 'THREE.Material: .overdraw has been removed.' );
- },
- set: function () {
- console.warn( 'THREE.Material: .overdraw has been removed.' );
- }
- },
- wrapRGB: {
- get: function () {
- console.warn( 'THREE.Material: .wrapRGB has been removed.' );
- return new Color();
- }
- },
- shading: {
- get: function () {
- console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
- },
- set: function ( value ) {
- console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
- this.flatShading = ( value === FlatShading );
- }
- },
- stencilMask: {
- get: function () {
- console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
- return this.stencilFuncMask;
- },
- set: function ( value ) {
- console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
- this.stencilFuncMask = value;
- }
- }
- } );
- Object.defineProperties( ShaderMaterial.prototype, {
- derivatives: {
- get: function () {
- console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
- return this.extensions.derivatives;
- },
- set: function ( value ) {
- console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
- this.extensions.derivatives = value;
- }
- }
- } );
- //
- WebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {
- console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
- };
- WebGLRenderer.prototype.animate = function ( callback ) {
- console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
- this.setAnimationLoop( callback );
- };
- WebGLRenderer.prototype.getCurrentRenderTarget = function () {
- console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
- return this.getRenderTarget();
- };
- WebGLRenderer.prototype.getMaxAnisotropy = function () {
- console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
- return this.capabilities.getMaxAnisotropy();
- };
- WebGLRenderer.prototype.getPrecision = function () {
- console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
- return this.capabilities.precision;
- };
- WebGLRenderer.prototype.resetGLState = function () {
- console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
- return this.state.reset();
- };
- WebGLRenderer.prototype.supportsFloatTextures = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
- return this.extensions.get( 'OES_texture_float' );
- };
- WebGLRenderer.prototype.supportsHalfFloatTextures = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
- return this.extensions.get( 'OES_texture_half_float' );
- };
- WebGLRenderer.prototype.supportsStandardDerivatives = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
- return this.extensions.get( 'OES_standard_derivatives' );
- };
- WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
- return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
- };
- WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
- return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- };
- WebGLRenderer.prototype.supportsBlendMinMax = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
- return this.extensions.get( 'EXT_blend_minmax' );
- };
- WebGLRenderer.prototype.supportsVertexTextures = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
- return this.capabilities.vertexTextures;
- };
- WebGLRenderer.prototype.supportsInstancedArrays = function () {
- console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
- return this.extensions.get( 'ANGLE_instanced_arrays' );
- };
- WebGLRenderer.prototype.enableScissorTest = function ( boolean ) {
- console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
- this.setScissorTest( boolean );
- };
- WebGLRenderer.prototype.initMaterial = function () {
- console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
- };
- WebGLRenderer.prototype.addPrePlugin = function () {
- console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
- };
- WebGLRenderer.prototype.addPostPlugin = function () {
- console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
- };
- WebGLRenderer.prototype.updateShadowMap = function () {
- console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
- };
- WebGLRenderer.prototype.setFaceCulling = function () {
- console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
- };
- WebGLRenderer.prototype.allocTextureUnit = function () {
- console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
- };
- WebGLRenderer.prototype.setTexture = function () {
- console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
- };
- WebGLRenderer.prototype.setTexture2D = function () {
- console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
- };
- WebGLRenderer.prototype.setTextureCube = function () {
- console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
- };
- WebGLRenderer.prototype.getActiveMipMapLevel = function () {
- console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
- return this.getActiveMipmapLevel();
- };
- Object.defineProperties( WebGLRenderer.prototype, {
- shadowMapEnabled: {
- get: function () {
- return this.shadowMap.enabled;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
- this.shadowMap.enabled = value;
- }
- },
- shadowMapType: {
- get: function () {
- return this.shadowMap.type;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
- this.shadowMap.type = value;
- }
- },
- shadowMapCullFace: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
- return undefined;
- },
- set: function ( /* value */ ) {
- console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
- }
- },
- context: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
- return this.getContext();
- }
- },
- vr: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
- return this.xr;
- }
- },
- gammaInput: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
- return false;
- },
- set: function () {
- console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
- }
- },
- gammaOutput: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
- return false;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
- this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
- }
- },
- toneMappingWhitePoint: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
- return 1.0;
- },
- set: function () {
- console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
- }
- },
- } );
- Object.defineProperties( WebGLShadowMap.prototype, {
- cullFace: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
- return undefined;
- },
- set: function ( /* cullFace */ ) {
- console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
- }
- },
- renderReverseSided: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
- return undefined;
- },
- set: function () {
- console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
- }
- },
- renderSingleSided: {
- get: function () {
- console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
- return undefined;
- },
- set: function () {
- console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
- }
- }
- } );
- //
- Object.defineProperties( WebGLRenderTarget.prototype, {
- wrapS: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
- return this.texture.wrapS;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
- this.texture.wrapS = value;
- }
- },
- wrapT: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
- return this.texture.wrapT;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
- this.texture.wrapT = value;
- }
- },
- magFilter: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
- return this.texture.magFilter;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
- this.texture.magFilter = value;
- }
- },
- minFilter: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
- return this.texture.minFilter;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
- this.texture.minFilter = value;
- }
- },
- anisotropy: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
- return this.texture.anisotropy;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
- this.texture.anisotropy = value;
- }
- },
- offset: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
- return this.texture.offset;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
- this.texture.offset = value;
- }
- },
- repeat: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
- return this.texture.repeat;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
- this.texture.repeat = value;
- }
- },
- format: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
- return this.texture.format;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
- this.texture.format = value;
- }
- },
- type: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
- return this.texture.type;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
- this.texture.type = value;
- }
- },
- generateMipmaps: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
- return this.texture.generateMipmaps;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
- this.texture.generateMipmaps = value;
- }
- }
- } );
- //
- Audio.prototype.load = function ( file ) {
- console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
- const scope = this;
- const audioLoader = new AudioLoader();
- audioLoader.load( file, function ( buffer ) {
- scope.setBuffer( buffer );
- } );
- return this;
- };
- //
- CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
- console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
- return this.update( renderer, scene );
- };
- CubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {
- console.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );
- return this.renderTarget.clear( renderer, color, depth, stencil );
- };
- ImageUtils.crossOrigin = undefined;
- ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
- console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
- const loader = new TextureLoader();
- loader.setCrossOrigin( this.crossOrigin );
- const texture = loader.load( url, onLoad, undefined, onError );
- if ( mapping ) texture.mapping = mapping;
- return texture;
- };
- ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
- console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
- const loader = new CubeTextureLoader();
- loader.setCrossOrigin( this.crossOrigin );
- const texture = loader.load( urls, onLoad, undefined, onError );
- if ( mapping ) texture.mapping = mapping;
- return texture;
- };
- ImageUtils.loadCompressedTexture = function () {
- console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
- };
- ImageUtils.loadCompressedTextureCube = function () {
- console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
- };
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- /* eslint-disable no-undef */
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
- revision: REVISION,
- } } ) );
- /* eslint-enable no-undef */
- }
- if ( typeof window !== 'undefined' ) {
- if ( window.__THREE__ ) {
- console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
- } else {
- window.__THREE__ = REVISION;
- }
- }
- const _plane = new Plane();
- const _raycaster = new Raycaster();
- const _pointer = new Vector2();
- const _offset = new Vector3();
- const _intersection = new Vector3();
- const _worldPosition = new Vector3();
- const _inverseMatrix = new Matrix4();
- class DragControls extends EventDispatcher {
- constructor( _objects, _camera, _domElement ) {
- super();
- _domElement.style.touchAction = 'none'; // disable touch scroll
- let _selected = null, _hovered = null;
- const _intersections = [];
- //
- const scope = this;
- function activate() {
- _domElement.addEventListener( 'pointermove', onPointerMove );
- _domElement.addEventListener( 'pointerdown', onPointerDown );
- _domElement.addEventListener( 'pointerup', onPointerCancel );
- _domElement.addEventListener( 'pointerleave', onPointerCancel );
- }
- function deactivate() {
- _domElement.removeEventListener( 'pointermove', onPointerMove );
- _domElement.removeEventListener( 'pointerdown', onPointerDown );
- _domElement.removeEventListener( 'pointerup', onPointerCancel );
- _domElement.removeEventListener( 'pointerleave', onPointerCancel );
- _domElement.style.cursor = '';
- }
- function dispose() {
- deactivate();
- }
- function getObjects() {
- return _objects;
- }
- function onPointerMove( event ) {
- if ( scope.enabled === false ) return;
- updatePointer( event );
- _raycaster.setFromCamera( _pointer, _camera );
- if ( _selected ) {
- if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
- _selected.position.copy( _intersection.sub( _offset ).applyMatrix4( _inverseMatrix ) );
- }
- scope.dispatchEvent( { type: 'drag', object: _selected } );
- return;
- }
- // hover support
- if ( event.pointerType === 'mouse' || event.pointerType === 'pen' ) {
- _intersections.length = 0;
- _raycaster.setFromCamera( _pointer, _camera );
- _raycaster.intersectObjects( _objects, true, _intersections );
- if ( _intersections.length > 0 ) {
- const object = _intersections[ 0 ].object;
- _plane.setFromNormalAndCoplanarPoint( _camera.getWorldDirection( _plane.normal ), _worldPosition.setFromMatrixPosition( object.matrixWorld ) );
- if ( _hovered !== object && _hovered !== null ) {
- scope.dispatchEvent( { type: 'hoveroff', object: _hovered } );
- _domElement.style.cursor = 'auto';
- _hovered = null;
- }
- if ( _hovered !== object ) {
- scope.dispatchEvent( { type: 'hoveron', object: object } );
- _domElement.style.cursor = 'pointer';
- _hovered = object;
- }
- } else {
- if ( _hovered !== null ) {
- scope.dispatchEvent( { type: 'hoveroff', object: _hovered } );
- _domElement.style.cursor = 'auto';
- _hovered = null;
- }
- }
- }
- }
- function onPointerDown( event ) {
- if ( scope.enabled === false ) return;
- updatePointer( event );
- _intersections.length = 0;
- _raycaster.setFromCamera( _pointer, _camera );
- _raycaster.intersectObjects( _objects, true, _intersections );
- if ( _intersections.length > 0 ) {
- _selected = ( scope.transformGroup === true ) ? _objects[ 0 ] : _intersections[ 0 ].object;
- _plane.setFromNormalAndCoplanarPoint( _camera.getWorldDirection( _plane.normal ), _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
- if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
- _inverseMatrix.copy( _selected.parent.matrixWorld ).invert();
- _offset.copy( _intersection ).sub( _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
- }
- _domElement.style.cursor = 'move';
- scope.dispatchEvent( { type: 'dragstart', object: _selected } );
- }
- }
- function onPointerCancel() {
- if ( scope.enabled === false ) return;
- if ( _selected ) {
- scope.dispatchEvent( { type: 'dragend', object: _selected } );
- _selected = null;
- }
- _domElement.style.cursor = _hovered ? 'pointer' : 'auto';
- }
- function updatePointer( event ) {
- const rect = _domElement.getBoundingClientRect();
- _pointer.x = ( event.clientX - rect.left ) / rect.width * 2 - 1;
- _pointer.y = - ( event.clientY - rect.top ) / rect.height * 2 + 1;
- }
- activate();
- // API
- this.enabled = true;
- this.transformGroup = false;
- this.activate = activate;
- this.deactivate = deactivate;
- this.dispose = dispose;
- this.getObjects = getObjects;
- }
- }
- function forceCenter(x, y, z) {
- var nodes, strength = 1;
- if (x == null) x = 0;
- if (y == null) y = 0;
- if (z == null) z = 0;
- function force() {
- var i,
- n = nodes.length,
- node,
- sx = 0,
- sy = 0,
- sz = 0;
- for (i = 0; i < n; ++i) {
- node = nodes[i], sx += node.x || 0, sy += node.y || 0, sz += node.z || 0;
- }
- for (sx = (sx / n - x) * strength, sy = (sy / n - y) * strength, sz = (sz / n - z) * strength, i = 0; i < n; ++i) {
- node = nodes[i];
- if (sx) { node.x -= sx; }
- if (sy) { node.y -= sy; }
- if (sz) { node.z -= sz; }
- }
- }
- force.initialize = function(_) {
- nodes = _;
- };
- force.x = function(_) {
- return arguments.length ? (x = +_, force) : x;
- };
- force.y = function(_) {
- return arguments.length ? (y = +_, force) : y;
- };
- force.z = function(_) {
- return arguments.length ? (z = +_, force) : z;
- };
- force.strength = function(_) {
- return arguments.length ? (strength = +_, force) : strength;
- };
- return force;
- }
- function tree_add$2(d) {
- var x = +this._x.call(null, d);
- return add$3(this.cover(x), x, d);
- }
- function add$3(tree, x, d) {
- if (isNaN(x)) return tree; // ignore invalid points
- var parent,
- node = tree._root,
- leaf = {data: d},
- x0 = tree._x0,
- x1 = tree._x1,
- xm,
- xp,
- right,
- i,
- j;
- // If the tree is empty, initialize the root as a leaf.
- if (!node) return tree._root = leaf, tree;
- // Find the existing leaf for the new point, or add it.
- while (node.length) {
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (parent = node, !(node = node[i = +right])) return parent[i] = leaf, tree;
- }
- // Is the new point is exactly coincident with the existing point?
- xp = +tree._x.call(null, node.data);
- if (x === xp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;
- // Otherwise, split the leaf node until the old and new point are separated.
- do {
- parent = parent ? parent[i] = new Array(2) : tree._root = new Array(2);
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- } while ((i = +right) === (j = +(xp >= xm)));
- return parent[j] = node, parent[i] = leaf, tree;
- }
- function addAll$2(data) {
- var i, n = data.length,
- x,
- xz = new Array(n),
- x0 = Infinity,
- x1 = -Infinity;
- // Compute the points and their extent.
- for (i = 0; i < n; ++i) {
- if (isNaN(x = +this._x.call(null, data[i]))) continue;
- xz[i] = x;
- if (x < x0) x0 = x;
- if (x > x1) x1 = x;
- }
- // If there were no (valid) points, abort.
- if (x0 > x1) return this;
- // Expand the tree to cover the new points.
- this.cover(x0).cover(x1);
- // Add the new points.
- for (i = 0; i < n; ++i) {
- add$3(this, xz[i], data[i]);
- }
- return this;
- }
- function tree_cover$2(x) {
- if (isNaN(x = +x)) return this; // ignore invalid points
- var x0 = this._x0,
- x1 = this._x1;
- // If the binarytree has no extent, initialize them.
- // Integer extent are necessary so that if we later double the extent,
- // the existing half boundaries don’t change due to floating point error!
- if (isNaN(x0)) {
- x1 = (x0 = Math.floor(x)) + 1;
- }
- // Otherwise, double repeatedly to cover.
- else {
- var z = x1 - x0 || 1,
- node = this._root,
- parent,
- i;
- while (x0 > x || x >= x1) {
- i = +(x < x0);
- parent = new Array(2), parent[i] = node, node = parent, z *= 2;
- switch (i) {
- case 0: x1 = x0 + z; break;
- case 1: x0 = x1 - z; break;
- }
- }
- if (this._root && this._root.length) this._root = node;
- }
- this._x0 = x0;
- this._x1 = x1;
- return this;
- }
- function tree_data$2() {
- var data = [];
- this.visit(function(node) {
- if (!node.length) do data.push(node.data); while (node = node.next)
- });
- return data;
- }
- function tree_extent$2(_) {
- return arguments.length
- ? this.cover(+_[0][0]).cover(+_[1][0])
- : isNaN(this._x0) ? undefined : [[this._x0], [this._x1]];
- }
- function Half(node, x0, x1) {
- this.node = node;
- this.x0 = x0;
- this.x1 = x1;
- }
- function tree_find$2(x, radius) {
- var data,
- x0 = this._x0,
- x1,
- x2,
- x3 = this._x1,
- halves = [],
- node = this._root,
- q,
- i;
- if (node) halves.push(new Half(node, x0, x3));
- if (radius == null) radius = Infinity;
- else {
- x0 = x - radius;
- x3 = x + radius;
- }
- while (q = halves.pop()) {
- // Stop searching if this half can’t contain a closer node.
- if (!(node = q.node)
- || (x1 = q.x0) > x3
- || (x2 = q.x1) < x0) continue;
- // Bisect the current half.
- if (node.length) {
- var xm = (x1 + x2) / 2;
- halves.push(
- new Half(node[1], xm, x2),
- new Half(node[0], x1, xm)
- );
- // Visit the closest half first.
- if (i = +(x >= xm)) {
- q = halves[halves.length - 1];
- halves[halves.length - 1] = halves[halves.length - 1 - i];
- halves[halves.length - 1 - i] = q;
- }
- }
- // Visit this point. (Visiting coincident points isn’t necessary!)
- else {
- var d = Math.abs(x - +this._x.call(null, node.data));
- if (d < radius) {
- radius = d;
- x0 = x - d;
- x3 = x + d;
- data = node.data;
- }
- }
- }
- return data;
- }
- function tree_remove$2(d) {
- if (isNaN(x = +this._x.call(null, d))) return this; // ignore invalid points
- var parent,
- node = this._root,
- retainer,
- previous,
- next,
- x0 = this._x0,
- x1 = this._x1,
- x,
- xm,
- right,
- i,
- j;
- // If the tree is empty, initialize the root as a leaf.
- if (!node) return this;
- // Find the leaf node for the point.
- // While descending, also retain the deepest parent with a non-removed sibling.
- if (node.length) while (true) {
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (!(parent = node, node = node[i = +right])) return this;
- if (!node.length) break;
- if (parent[(i + 1) & 1]) retainer = parent, j = i;
- }
- // Find the point to remove.
- while (node.data !== d) if (!(previous = node, node = node.next)) return this;
- if (next = node.next) delete node.next;
- // If there are multiple coincident points, remove just the point.
- if (previous) return (next ? previous.next = next : delete previous.next), this;
- // If this is the root point, remove it.
- if (!parent) return this._root = next, this;
- // Remove this leaf.
- next ? parent[i] = next : delete parent[i];
- // If the parent now contains exactly one leaf, collapse superfluous parents.
- if ((node = parent[0] || parent[1])
- && node === (parent[1] || parent[0])
- && !node.length) {
- if (retainer) retainer[j] = node;
- else this._root = node;
- }
- return this;
- }
- function removeAll$3(data) {
- for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
- return this;
- }
- function tree_root$2() {
- return this._root;
- }
- function tree_size$2() {
- var size = 0;
- this.visit(function(node) {
- if (!node.length) do ++size; while (node = node.next)
- });
- return size;
- }
- function tree_visit$2(callback) {
- var halves = [], q, node = this._root, child, x0, x1;
- if (node) halves.push(new Half(node, this._x0, this._x1));
- while (q = halves.pop()) {
- if (!callback(node = q.node, x0 = q.x0, x1 = q.x1) && node.length) {
- var xm = (x0 + x1) / 2;
- if (child = node[1]) halves.push(new Half(child, xm, x1));
- if (child = node[0]) halves.push(new Half(child, x0, xm));
- }
- }
- return this;
- }
- function tree_visitAfter$2(callback) {
- var halves = [], next = [], q;
- if (this._root) halves.push(new Half(this._root, this._x0, this._x1));
- while (q = halves.pop()) {
- var node = q.node;
- if (node.length) {
- var child, x0 = q.x0, x1 = q.x1, xm = (x0 + x1) / 2;
- if (child = node[0]) halves.push(new Half(child, x0, xm));
- if (child = node[1]) halves.push(new Half(child, xm, x1));
- }
- next.push(q);
- }
- while (q = next.pop()) {
- callback(q.node, q.x0, q.x1);
- }
- return this;
- }
- function defaultX$2(d) {
- return d[0];
- }
- function tree_x$2(_) {
- return arguments.length ? (this._x = _, this) : this._x;
- }
- function binarytree(nodes, x) {
- var tree = new Binarytree(x == null ? defaultX$2 : x, NaN, NaN);
- return nodes == null ? tree : tree.addAll(nodes);
- }
- function Binarytree(x, x0, x1) {
- this._x = x;
- this._x0 = x0;
- this._x1 = x1;
- this._root = undefined;
- }
- function leaf_copy$2(leaf) {
- var copy = {data: leaf.data}, next = copy;
- while (leaf = leaf.next) next = next.next = {data: leaf.data};
- return copy;
- }
- var treeProto$2 = binarytree.prototype = Binarytree.prototype;
- treeProto$2.copy = function() {
- var copy = new Binarytree(this._x, this._x0, this._x1),
- node = this._root,
- nodes,
- child;
- if (!node) return copy;
- if (!node.length) return copy._root = leaf_copy$2(node), copy;
- nodes = [{source: node, target: copy._root = new Array(2)}];
- while (node = nodes.pop()) {
- for (var i = 0; i < 2; ++i) {
- if (child = node.source[i]) {
- if (child.length) nodes.push({source: child, target: node.target[i] = new Array(2)});
- else node.target[i] = leaf_copy$2(child);
- }
- }
- }
- return copy;
- };
- treeProto$2.add = tree_add$2;
- treeProto$2.addAll = addAll$2;
- treeProto$2.cover = tree_cover$2;
- treeProto$2.data = tree_data$2;
- treeProto$2.extent = tree_extent$2;
- treeProto$2.find = tree_find$2;
- treeProto$2.remove = tree_remove$2;
- treeProto$2.removeAll = removeAll$3;
- treeProto$2.root = tree_root$2;
- treeProto$2.size = tree_size$2;
- treeProto$2.visit = tree_visit$2;
- treeProto$2.visitAfter = tree_visitAfter$2;
- treeProto$2.x = tree_x$2;
- function tree_add$1(d) {
- const x = +this._x.call(null, d),
- y = +this._y.call(null, d);
- return add$2(this.cover(x, y), x, y, d);
- }
- function add$2(tree, x, y, d) {
- if (isNaN(x) || isNaN(y)) return tree; // ignore invalid points
- var parent,
- node = tree._root,
- leaf = {data: d},
- x0 = tree._x0,
- y0 = tree._y0,
- x1 = tree._x1,
- y1 = tree._y1,
- xm,
- ym,
- xp,
- yp,
- right,
- bottom,
- i,
- j;
- // If the tree is empty, initialize the root as a leaf.
- if (!node) return tree._root = leaf, tree;
- // Find the existing leaf for the new point, or add it.
- while (node.length) {
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
- if (parent = node, !(node = node[i = bottom << 1 | right])) return parent[i] = leaf, tree;
- }
- // Is the new point is exactly coincident with the existing point?
- xp = +tree._x.call(null, node.data);
- yp = +tree._y.call(null, node.data);
- if (x === xp && y === yp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;
- // Otherwise, split the leaf node until the old and new point are separated.
- do {
- parent = parent ? parent[i] = new Array(4) : tree._root = new Array(4);
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
- } while ((i = bottom << 1 | right) === (j = (yp >= ym) << 1 | (xp >= xm)));
- return parent[j] = node, parent[i] = leaf, tree;
- }
- function addAll$1(data) {
- var d, i, n = data.length,
- x,
- y,
- xz = new Array(n),
- yz = new Array(n),
- x0 = Infinity,
- y0 = Infinity,
- x1 = -Infinity,
- y1 = -Infinity;
- // Compute the points and their extent.
- for (i = 0; i < n; ++i) {
- if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d))) continue;
- xz[i] = x;
- yz[i] = y;
- if (x < x0) x0 = x;
- if (x > x1) x1 = x;
- if (y < y0) y0 = y;
- if (y > y1) y1 = y;
- }
- // If there were no (valid) points, abort.
- if (x0 > x1 || y0 > y1) return this;
- // Expand the tree to cover the new points.
- this.cover(x0, y0).cover(x1, y1);
- // Add the new points.
- for (i = 0; i < n; ++i) {
- add$2(this, xz[i], yz[i], data[i]);
- }
- return this;
- }
- function tree_cover$1(x, y) {
- if (isNaN(x = +x) || isNaN(y = +y)) return this; // ignore invalid points
- var x0 = this._x0,
- y0 = this._y0,
- x1 = this._x1,
- y1 = this._y1;
- // If the quadtree has no extent, initialize them.
- // Integer extent are necessary so that if we later double the extent,
- // the existing quadrant boundaries don’t change due to floating point error!
- if (isNaN(x0)) {
- x1 = (x0 = Math.floor(x)) + 1;
- y1 = (y0 = Math.floor(y)) + 1;
- }
- // Otherwise, double repeatedly to cover.
- else {
- var z = x1 - x0 || 1,
- node = this._root,
- parent,
- i;
- while (x0 > x || x >= x1 || y0 > y || y >= y1) {
- i = (y < y0) << 1 | (x < x0);
- parent = new Array(4), parent[i] = node, node = parent, z *= 2;
- switch (i) {
- case 0: x1 = x0 + z, y1 = y0 + z; break;
- case 1: x0 = x1 - z, y1 = y0 + z; break;
- case 2: x1 = x0 + z, y0 = y1 - z; break;
- case 3: x0 = x1 - z, y0 = y1 - z; break;
- }
- }
- if (this._root && this._root.length) this._root = node;
- }
- this._x0 = x0;
- this._y0 = y0;
- this._x1 = x1;
- this._y1 = y1;
- return this;
- }
- function tree_data$1() {
- var data = [];
- this.visit(function(node) {
- if (!node.length) do data.push(node.data); while (node = node.next)
- });
- return data;
- }
- function tree_extent$1(_) {
- return arguments.length
- ? this.cover(+_[0][0], +_[0][1]).cover(+_[1][0], +_[1][1])
- : isNaN(this._x0) ? undefined : [[this._x0, this._y0], [this._x1, this._y1]];
- }
- function Quad(node, x0, y0, x1, y1) {
- this.node = node;
- this.x0 = x0;
- this.y0 = y0;
- this.x1 = x1;
- this.y1 = y1;
- }
- function tree_find$1(x, y, radius) {
- var data,
- x0 = this._x0,
- y0 = this._y0,
- x1,
- y1,
- x2,
- y2,
- x3 = this._x1,
- y3 = this._y1,
- quads = [],
- node = this._root,
- q,
- i;
- if (node) quads.push(new Quad(node, x0, y0, x3, y3));
- if (radius == null) radius = Infinity;
- else {
- x0 = x - radius, y0 = y - radius;
- x3 = x + radius, y3 = y + radius;
- radius *= radius;
- }
- while (q = quads.pop()) {
- // Stop searching if this quadrant can’t contain a closer node.
- if (!(node = q.node)
- || (x1 = q.x0) > x3
- || (y1 = q.y0) > y3
- || (x2 = q.x1) < x0
- || (y2 = q.y1) < y0) continue;
- // Bisect the current quadrant.
- if (node.length) {
- var xm = (x1 + x2) / 2,
- ym = (y1 + y2) / 2;
- quads.push(
- new Quad(node[3], xm, ym, x2, y2),
- new Quad(node[2], x1, ym, xm, y2),
- new Quad(node[1], xm, y1, x2, ym),
- new Quad(node[0], x1, y1, xm, ym)
- );
- // Visit the closest quadrant first.
- if (i = (y >= ym) << 1 | (x >= xm)) {
- q = quads[quads.length - 1];
- quads[quads.length - 1] = quads[quads.length - 1 - i];
- quads[quads.length - 1 - i] = q;
- }
- }
- // Visit this point. (Visiting coincident points isn’t necessary!)
- else {
- var dx = x - +this._x.call(null, node.data),
- dy = y - +this._y.call(null, node.data),
- d2 = dx * dx + dy * dy;
- if (d2 < radius) {
- var d = Math.sqrt(radius = d2);
- x0 = x - d, y0 = y - d;
- x3 = x + d, y3 = y + d;
- data = node.data;
- }
- }
- }
- return data;
- }
- function tree_remove$1(d) {
- if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d))) return this; // ignore invalid points
- var parent,
- node = this._root,
- retainer,
- previous,
- next,
- x0 = this._x0,
- y0 = this._y0,
- x1 = this._x1,
- y1 = this._y1,
- x,
- y,
- xm,
- ym,
- right,
- bottom,
- i,
- j;
- // If the tree is empty, initialize the root as a leaf.
- if (!node) return this;
- // Find the leaf node for the point.
- // While descending, also retain the deepest parent with a non-removed sibling.
- if (node.length) while (true) {
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
- if (!(parent = node, node = node[i = bottom << 1 | right])) return this;
- if (!node.length) break;
- if (parent[(i + 1) & 3] || parent[(i + 2) & 3] || parent[(i + 3) & 3]) retainer = parent, j = i;
- }
- // Find the point to remove.
- while (node.data !== d) if (!(previous = node, node = node.next)) return this;
- if (next = node.next) delete node.next;
- // If there are multiple coincident points, remove just the point.
- if (previous) return (next ? previous.next = next : delete previous.next), this;
- // If this is the root point, remove it.
- if (!parent) return this._root = next, this;
- // Remove this leaf.
- next ? parent[i] = next : delete parent[i];
- // If the parent now contains exactly one leaf, collapse superfluous parents.
- if ((node = parent[0] || parent[1] || parent[2] || parent[3])
- && node === (parent[3] || parent[2] || parent[1] || parent[0])
- && !node.length) {
- if (retainer) retainer[j] = node;
- else this._root = node;
- }
- return this;
- }
- function removeAll$2(data) {
- for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
- return this;
- }
- function tree_root$1() {
- return this._root;
- }
- function tree_size$1() {
- var size = 0;
- this.visit(function(node) {
- if (!node.length) do ++size; while (node = node.next)
- });
- return size;
- }
- function tree_visit$1(callback) {
- var quads = [], q, node = this._root, child, x0, y0, x1, y1;
- if (node) quads.push(new Quad(node, this._x0, this._y0, this._x1, this._y1));
- while (q = quads.pop()) {
- if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1) && node.length) {
- var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;
- if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));
- if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));
- if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));
- if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));
- }
- }
- return this;
- }
- function tree_visitAfter$1(callback) {
- var quads = [], next = [], q;
- if (this._root) quads.push(new Quad(this._root, this._x0, this._y0, this._x1, this._y1));
- while (q = quads.pop()) {
- var node = q.node;
- if (node.length) {
- var child, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;
- if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));
- if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));
- if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));
- if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));
- }
- next.push(q);
- }
- while (q = next.pop()) {
- callback(q.node, q.x0, q.y0, q.x1, q.y1);
- }
- return this;
- }
- function defaultX$1(d) {
- return d[0];
- }
- function tree_x$1(_) {
- return arguments.length ? (this._x = _, this) : this._x;
- }
- function defaultY$1(d) {
- return d[1];
- }
- function tree_y$1(_) {
- return arguments.length ? (this._y = _, this) : this._y;
- }
- function quadtree(nodes, x, y) {
- var tree = new Quadtree(x == null ? defaultX$1 : x, y == null ? defaultY$1 : y, NaN, NaN, NaN, NaN);
- return nodes == null ? tree : tree.addAll(nodes);
- }
- function Quadtree(x, y, x0, y0, x1, y1) {
- this._x = x;
- this._y = y;
- this._x0 = x0;
- this._y0 = y0;
- this._x1 = x1;
- this._y1 = y1;
- this._root = undefined;
- }
- function leaf_copy$1(leaf) {
- var copy = {data: leaf.data}, next = copy;
- while (leaf = leaf.next) next = next.next = {data: leaf.data};
- return copy;
- }
- var treeProto$1 = quadtree.prototype = Quadtree.prototype;
- treeProto$1.copy = function() {
- var copy = new Quadtree(this._x, this._y, this._x0, this._y0, this._x1, this._y1),
- node = this._root,
- nodes,
- child;
- if (!node) return copy;
- if (!node.length) return copy._root = leaf_copy$1(node), copy;
- nodes = [{source: node, target: copy._root = new Array(4)}];
- while (node = nodes.pop()) {
- for (var i = 0; i < 4; ++i) {
- if (child = node.source[i]) {
- if (child.length) nodes.push({source: child, target: node.target[i] = new Array(4)});
- else node.target[i] = leaf_copy$1(child);
- }
- }
- }
- return copy;
- };
- treeProto$1.add = tree_add$1;
- treeProto$1.addAll = addAll$1;
- treeProto$1.cover = tree_cover$1;
- treeProto$1.data = tree_data$1;
- treeProto$1.extent = tree_extent$1;
- treeProto$1.find = tree_find$1;
- treeProto$1.remove = tree_remove$1;
- treeProto$1.removeAll = removeAll$2;
- treeProto$1.root = tree_root$1;
- treeProto$1.size = tree_size$1;
- treeProto$1.visit = tree_visit$1;
- treeProto$1.visitAfter = tree_visitAfter$1;
- treeProto$1.x = tree_x$1;
- treeProto$1.y = tree_y$1;
- function tree_add(d) {
- var x = +this._x.call(null, d),
- y = +this._y.call(null, d),
- z = +this._z.call(null, d);
- return add$1(this.cover(x, y, z), x, y, z, d);
- }
- function add$1(tree, x, y, z, d) {
- if (isNaN(x) || isNaN(y) || isNaN(z)) return tree; // ignore invalid points
- var parent,
- node = tree._root,
- leaf = {data: d},
- x0 = tree._x0,
- y0 = tree._y0,
- z0 = tree._z0,
- x1 = tree._x1,
- y1 = tree._y1,
- z1 = tree._z1,
- xm,
- ym,
- zm,
- xp,
- yp,
- zp,
- right,
- bottom,
- deep,
- i,
- j;
- // If the tree is empty, initialize the root as a leaf.
- if (!node) return tree._root = leaf, tree;
- // Find the existing leaf for the new point, or add it.
- while (node.length) {
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
- if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
- if (parent = node, !(node = node[i = deep << 2 | bottom << 1 | right])) return parent[i] = leaf, tree;
- }
- // Is the new point is exactly coincident with the existing point?
- xp = +tree._x.call(null, node.data);
- yp = +tree._y.call(null, node.data);
- zp = +tree._z.call(null, node.data);
- if (x === xp && y === yp && z === zp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;
- // Otherwise, split the leaf node until the old and new point are separated.
- do {
- parent = parent ? parent[i] = new Array(8) : tree._root = new Array(8);
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
- if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
- } while ((i = deep << 2 | bottom << 1 | right) === (j = (zp >= zm) << 2 | (yp >= ym) << 1 | (xp >= xm)));
- return parent[j] = node, parent[i] = leaf, tree;
- }
- function addAll(data) {
- var d, i, n = data.length,
- x,
- y,
- z,
- xz = new Array(n),
- yz = new Array(n),
- zz = new Array(n),
- x0 = Infinity,
- y0 = Infinity,
- z0 = Infinity,
- x1 = -Infinity,
- y1 = -Infinity,
- z1 = -Infinity;
- // Compute the points and their extent.
- for (i = 0; i < n; ++i) {
- if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d)) || isNaN(z = +this._z.call(null, d))) continue;
- xz[i] = x;
- yz[i] = y;
- zz[i] = z;
- if (x < x0) x0 = x;
- if (x > x1) x1 = x;
- if (y < y0) y0 = y;
- if (y > y1) y1 = y;
- if (z < z0) z0 = z;
- if (z > z1) z1 = z;
- }
- // If there were no (valid) points, abort.
- if (x0 > x1 || y0 > y1 || z0 > z1) return this;
- // Expand the tree to cover the new points.
- this.cover(x0, y0, z0).cover(x1, y1, z1);
- // Add the new points.
- for (i = 0; i < n; ++i) {
- add$1(this, xz[i], yz[i], zz[i], data[i]);
- }
- return this;
- }
- function tree_cover(x, y, z) {
- if (isNaN(x = +x) || isNaN(y = +y) || isNaN(z = +z)) return this; // ignore invalid points
- var x0 = this._x0,
- y0 = this._y0,
- z0 = this._z0,
- x1 = this._x1,
- y1 = this._y1,
- z1 = this._z1;
- // If the octree has no extent, initialize them.
- // Integer extent are necessary so that if we later double the extent,
- // the existing octant boundaries don’t change due to floating point error!
- if (isNaN(x0)) {
- x1 = (x0 = Math.floor(x)) + 1;
- y1 = (y0 = Math.floor(y)) + 1;
- z1 = (z0 = Math.floor(z)) + 1;
- }
- // Otherwise, double repeatedly to cover.
- else {
- var t = x1 - x0 || 1,
- node = this._root,
- parent,
- i;
- while (x0 > x || x >= x1 || y0 > y || y >= y1 || z0 > z || z >= z1) {
- i = (z < z0) << 2 | (y < y0) << 1 | (x < x0);
- parent = new Array(8), parent[i] = node, node = parent, t *= 2;
- switch (i) {
- case 0: x1 = x0 + t, y1 = y0 + t, z1 = z0 + t; break;
- case 1: x0 = x1 - t, y1 = y0 + t, z1 = z0 + t; break;
- case 2: x1 = x0 + t, y0 = y1 - t, z1 = z0 + t; break;
- case 3: x0 = x1 - t, y0 = y1 - t, z1 = z0 + t; break;
- case 4: x1 = x0 + t, y1 = y0 + t, z0 = z1 - t; break;
- case 5: x0 = x1 - t, y1 = y0 + t, z0 = z1 - t; break;
- case 6: x1 = x0 + t, y0 = y1 - t, z0 = z1 - t; break;
- case 7: x0 = x1 - t, y0 = y1 - t, z0 = z1 - t; break;
- }
- }
- if (this._root && this._root.length) this._root = node;
- }
- this._x0 = x0;
- this._y0 = y0;
- this._z0 = z0;
- this._x1 = x1;
- this._y1 = y1;
- this._z1 = z1;
- return this;
- }
- function tree_data() {
- var data = [];
- this.visit(function(node) {
- if (!node.length) do data.push(node.data); while (node = node.next)
- });
- return data;
- }
- function tree_extent(_) {
- return arguments.length
- ? this.cover(+_[0][0], +_[0][1], +_[0][2]).cover(+_[1][0], +_[1][1], +_[1][2])
- : isNaN(this._x0) ? undefined : [[this._x0, this._y0, this._z0], [this._x1, this._y1, this._z1]];
- }
- function Octant(node, x0, y0, z0, x1, y1, z1) {
- this.node = node;
- this.x0 = x0;
- this.y0 = y0;
- this.z0 = z0;
- this.x1 = x1;
- this.y1 = y1;
- this.z1 = z1;
- }
- function tree_find(x, y, z, radius) {
- var data,
- x0 = this._x0,
- y0 = this._y0,
- z0 = this._z0,
- x1,
- y1,
- z1,
- x2,
- y2,
- z2,
- x3 = this._x1,
- y3 = this._y1,
- z3 = this._z1,
- octs = [],
- node = this._root,
- q,
- i;
- if (node) octs.push(new Octant(node, x0, y0, z0, x3, y3, z3));
- if (radius == null) radius = Infinity;
- else {
- x0 = x - radius, y0 = y - radius, z0 = z - radius;
- x3 = x + radius, y3 = y + radius, z3 = z + radius;
- radius *= radius;
- }
- while (q = octs.pop()) {
- // Stop searching if this octant can’t contain a closer node.
- if (!(node = q.node)
- || (x1 = q.x0) > x3
- || (y1 = q.y0) > y3
- || (z1 = q.z0) > z3
- || (x2 = q.x1) < x0
- || (y2 = q.y1) < y0
- || (z2 = q.z1) < z0) continue;
- // Bisect the current octant.
- if (node.length) {
- var xm = (x1 + x2) / 2,
- ym = (y1 + y2) / 2,
- zm = (z1 + z2) / 2;
- octs.push(
- new Octant(node[7], xm, ym, zm, x2, y2, z2),
- new Octant(node[6], x1, ym, zm, xm, y2, z2),
- new Octant(node[5], xm, y1, zm, x2, ym, z2),
- new Octant(node[4], x1, y1, zm, xm, ym, z2),
- new Octant(node[3], xm, ym, z1, x2, y2, zm),
- new Octant(node[2], x1, ym, z1, xm, y2, zm),
- new Octant(node[1], xm, y1, z1, x2, ym, zm),
- new Octant(node[0], x1, y1, z1, xm, ym, zm)
- );
- // Visit the closest octant first.
- if (i = (z >= zm) << 2 | (y >= ym) << 1 | (x >= xm)) {
- q = octs[octs.length - 1];
- octs[octs.length - 1] = octs[octs.length - 1 - i];
- octs[octs.length - 1 - i] = q;
- }
- }
- // Visit this point. (Visiting coincident points isn’t necessary!)
- else {
- var dx = x - +this._x.call(null, node.data),
- dy = y - +this._y.call(null, node.data),
- dz = z - +this._z.call(null, node.data),
- d2 = dx * dx + dy * dy + dz * dz;
- if (d2 < radius) {
- var d = Math.sqrt(radius = d2);
- x0 = x - d, y0 = y - d, z0 = z - d;
- x3 = x + d, y3 = y + d, z3 = z + d;
- data = node.data;
- }
- }
- }
- return data;
- }
- function tree_remove(d) {
- if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d)) || isNaN(z = +this._z.call(null, d))) return this; // ignore invalid points
- var parent,
- node = this._root,
- retainer,
- previous,
- next,
- x0 = this._x0,
- y0 = this._y0,
- z0 = this._z0,
- x1 = this._x1,
- y1 = this._y1,
- z1 = this._z1,
- x,
- y,
- z,
- xm,
- ym,
- zm,
- right,
- bottom,
- deep,
- i,
- j;
- // If the tree is empty, initialize the root as a leaf.
- if (!node) return this;
- // Find the leaf node for the point.
- // While descending, also retain the deepest parent with a non-removed sibling.
- if (node.length) while (true) {
- if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
- if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
- if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
- if (!(parent = node, node = node[i = deep << 2 | bottom << 1 | right])) return this;
- if (!node.length) break;
- if (parent[(i + 1) & 7] || parent[(i + 2) & 7] || parent[(i + 3) & 7] || parent[(i + 4) & 7] || parent[(i + 5) & 7] || parent[(i + 6) & 7] || parent[(i + 7) & 7]) retainer = parent, j = i;
- }
- // Find the point to remove.
- while (node.data !== d) if (!(previous = node, node = node.next)) return this;
- if (next = node.next) delete node.next;
- // If there are multiple coincident points, remove just the point.
- if (previous) return (next ? previous.next = next : delete previous.next), this;
- // If this is the root point, remove it.
- if (!parent) return this._root = next, this;
- // Remove this leaf.
- next ? parent[i] = next : delete parent[i];
- // If the parent now contains exactly one leaf, collapse superfluous parents.
- if ((node = parent[0] || parent[1] || parent[2] || parent[3] || parent[4] || parent[5] || parent[6] || parent[7])
- && node === (parent[7] || parent[6] || parent[5] || parent[4] || parent[3] || parent[2] || parent[1] || parent[0])
- && !node.length) {
- if (retainer) retainer[j] = node;
- else this._root = node;
- }
- return this;
- }
- function removeAll$1(data) {
- for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
- return this;
- }
- function tree_root() {
- return this._root;
- }
- function tree_size() {
- var size = 0;
- this.visit(function(node) {
- if (!node.length) do ++size; while (node = node.next)
- });
- return size;
- }
- function tree_visit(callback) {
- var octs = [], q, node = this._root, child, x0, y0, z0, x1, y1, z1;
- if (node) octs.push(new Octant(node, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1));
- while (q = octs.pop()) {
- if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, z0 = q.z0, x1 = q.x1, y1 = q.y1, z1 = q.z1) && node.length) {
- var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2, zm = (z0 + z1) / 2;
- if (child = node[7]) octs.push(new Octant(child, xm, ym, zm, x1, y1, z1));
- if (child = node[6]) octs.push(new Octant(child, x0, ym, zm, xm, y1, z1));
- if (child = node[5]) octs.push(new Octant(child, xm, y0, zm, x1, ym, z1));
- if (child = node[4]) octs.push(new Octant(child, x0, y0, zm, xm, ym, z1));
- if (child = node[3]) octs.push(new Octant(child, xm, ym, z0, x1, y1, zm));
- if (child = node[2]) octs.push(new Octant(child, x0, ym, z0, xm, y1, zm));
- if (child = node[1]) octs.push(new Octant(child, xm, y0, z0, x1, ym, zm));
- if (child = node[0]) octs.push(new Octant(child, x0, y0, z0, xm, ym, zm));
- }
- }
- return this;
- }
- function tree_visitAfter(callback) {
- var octs = [], next = [], q;
- if (this._root) octs.push(new Octant(this._root, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1));
- while (q = octs.pop()) {
- var node = q.node;
- if (node.length) {
- var child, x0 = q.x0, y0 = q.y0, z0 = q.z0, x1 = q.x1, y1 = q.y1, z1 = q.z1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2, zm = (z0 + z1) / 2;
- if (child = node[0]) octs.push(new Octant(child, x0, y0, z0, xm, ym, zm));
- if (child = node[1]) octs.push(new Octant(child, xm, y0, z0, x1, ym, zm));
- if (child = node[2]) octs.push(new Octant(child, x0, ym, z0, xm, y1, zm));
- if (child = node[3]) octs.push(new Octant(child, xm, ym, z0, x1, y1, zm));
- if (child = node[4]) octs.push(new Octant(child, x0, y0, zm, xm, ym, z1));
- if (child = node[5]) octs.push(new Octant(child, xm, y0, zm, x1, ym, z1));
- if (child = node[6]) octs.push(new Octant(child, x0, ym, zm, xm, y1, z1));
- if (child = node[7]) octs.push(new Octant(child, xm, ym, zm, x1, y1, z1));
- }
- next.push(q);
- }
- while (q = next.pop()) {
- callback(q.node, q.x0, q.y0, q.z0, q.x1, q.y1, q.z1);
- }
- return this;
- }
- function defaultX(d) {
- return d[0];
- }
- function tree_x(_) {
- return arguments.length ? (this._x = _, this) : this._x;
- }
- function defaultY(d) {
- return d[1];
- }
- function tree_y(_) {
- return arguments.length ? (this._y = _, this) : this._y;
- }
- function defaultZ(d) {
- return d[2];
- }
- function tree_z(_) {
- return arguments.length ? (this._z = _, this) : this._z;
- }
- function octree(nodes, x, y, z) {
- var tree = new Octree(x == null ? defaultX : x, y == null ? defaultY : y, z == null ? defaultZ : z, NaN, NaN, NaN, NaN, NaN, NaN);
- return nodes == null ? tree : tree.addAll(nodes);
- }
- function Octree(x, y, z, x0, y0, z0, x1, y1, z1) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._x0 = x0;
- this._y0 = y0;
- this._z0 = z0;
- this._x1 = x1;
- this._y1 = y1;
- this._z1 = z1;
- this._root = undefined;
- }
- function leaf_copy(leaf) {
- var copy = {data: leaf.data}, next = copy;
- while (leaf = leaf.next) next = next.next = {data: leaf.data};
- return copy;
- }
- var treeProto = octree.prototype = Octree.prototype;
- treeProto.copy = function() {
- var copy = new Octree(this._x, this._y, this._z, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1),
- node = this._root,
- nodes,
- child;
- if (!node) return copy;
- if (!node.length) return copy._root = leaf_copy(node), copy;
- nodes = [{source: node, target: copy._root = new Array(8)}];
- while (node = nodes.pop()) {
- for (var i = 0; i < 8; ++i) {
- if (child = node.source[i]) {
- if (child.length) nodes.push({source: child, target: node.target[i] = new Array(8)});
- else node.target[i] = leaf_copy(child);
- }
- }
- }
- return copy;
- };
- treeProto.add = tree_add;
- treeProto.addAll = addAll;
- treeProto.cover = tree_cover;
- treeProto.data = tree_data;
- treeProto.extent = tree_extent;
- treeProto.find = tree_find;
- treeProto.remove = tree_remove;
- treeProto.removeAll = removeAll$1;
- treeProto.root = tree_root;
- treeProto.size = tree_size;
- treeProto.visit = tree_visit;
- treeProto.visitAfter = tree_visitAfter;
- treeProto.x = tree_x;
- treeProto.y = tree_y;
- treeProto.z = tree_z;
- function constant(x) {
- return function() {
- return x;
- };
- }
- function jiggle(random) {
- return (random() - 0.5) * 1e-6;
- }
- function index$3(d) {
- return d.index;
- }
- function find(nodeById, nodeId) {
- var node = nodeById.get(nodeId);
- if (!node) throw new Error("node not found: " + nodeId);
- return node;
- }
- function forceLink(links) {
- var id = index$3,
- strength = defaultStrength,
- strengths,
- distance = constant(30),
- distances,
- nodes,
- nDim,
- count,
- bias,
- random,
- iterations = 1;
- if (links == null) links = [];
- function defaultStrength(link) {
- return 1 / Math.min(count[link.source.index], count[link.target.index]);
- }
- function force(alpha) {
- for (var k = 0, n = links.length; k < iterations; ++k) {
- for (var i = 0, link, source, target, x = 0, y = 0, z = 0, l, b; i < n; ++i) {
- link = links[i], source = link.source, target = link.target;
- x = target.x + target.vx - source.x - source.vx || jiggle(random);
- if (nDim > 1) { y = target.y + target.vy - source.y - source.vy || jiggle(random); }
- if (nDim > 2) { z = target.z + target.vz - source.z - source.vz || jiggle(random); }
- l = Math.sqrt(x * x + y * y + z * z);
- l = (l - distances[i]) / l * alpha * strengths[i];
- x *= l, y *= l, z *= l;
- target.vx -= x * (b = bias[i]);
- if (nDim > 1) { target.vy -= y * b; }
- if (nDim > 2) { target.vz -= z * b; }
- source.vx += x * (b = 1 - b);
- if (nDim > 1) { source.vy += y * b; }
- if (nDim > 2) { source.vz += z * b; }
- }
- }
- }
- function initialize() {
- if (!nodes) return;
- var i,
- n = nodes.length,
- m = links.length,
- nodeById = new Map(nodes.map((d, i) => [id(d, i, nodes), d])),
- link;
- for (i = 0, count = new Array(n); i < m; ++i) {
- link = links[i], link.index = i;
- if (typeof link.source !== "object") link.source = find(nodeById, link.source);
- if (typeof link.target !== "object") link.target = find(nodeById, link.target);
- count[link.source.index] = (count[link.source.index] || 0) + 1;
- count[link.target.index] = (count[link.target.index] || 0) + 1;
- }
- for (i = 0, bias = new Array(m); i < m; ++i) {
- link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]);
- }
- strengths = new Array(m), initializeStrength();
- distances = new Array(m), initializeDistance();
- }
- function initializeStrength() {
- if (!nodes) return;
- for (var i = 0, n = links.length; i < n; ++i) {
- strengths[i] = +strength(links[i], i, links);
- }
- }
- function initializeDistance() {
- if (!nodes) return;
- for (var i = 0, n = links.length; i < n; ++i) {
- distances[i] = +distance(links[i], i, links);
- }
- }
- force.initialize = function(_nodes, ...args) {
- nodes = _nodes;
- random = args.find(arg => typeof arg === 'function') || Math.random;
- nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
- initialize();
- };
- force.links = function(_) {
- return arguments.length ? (links = _, initialize(), force) : links;
- };
- force.id = function(_) {
- return arguments.length ? (id = _, force) : id;
- };
- force.iterations = function(_) {
- return arguments.length ? (iterations = +_, force) : iterations;
- };
- force.strength = function(_) {
- return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initializeStrength(), force) : strength;
- };
- force.distance = function(_) {
- return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), initializeDistance(), force) : distance;
- };
- return force;
- }
- var noop$1 = {value: () => {}};
- function dispatch() {
- for (var i = 0, n = arguments.length, _ = {}, t; i < n; ++i) {
- if (!(t = arguments[i] + "") || (t in _) || /[\s.]/.test(t)) throw new Error("illegal type: " + t);
- _[t] = [];
- }
- return new Dispatch(_);
- }
- function Dispatch(_) {
- this._ = _;
- }
- function parseTypenames(typenames, types) {
- return typenames.trim().split(/^|\s+/).map(function(t) {
- var name = "", i = t.indexOf(".");
- if (i >= 0) name = t.slice(i + 1), t = t.slice(0, i);
- if (t && !types.hasOwnProperty(t)) throw new Error("unknown type: " + t);
- return {type: t, name: name};
- });
- }
- Dispatch.prototype = dispatch.prototype = {
- constructor: Dispatch,
- on: function(typename, callback) {
- var _ = this._,
- T = parseTypenames(typename + "", _),
- t,
- i = -1,
- n = T.length;
- // If no callback was specified, return the callback of the given type and name.
- if (arguments.length < 2) {
- while (++i < n) if ((t = (typename = T[i]).type) && (t = get(_[t], typename.name))) return t;
- return;
- }
- // If a type was specified, set the callback for the given type and name.
- // Otherwise, if a null callback was specified, remove callbacks of the given name.
- if (callback != null && typeof callback !== "function") throw new Error("invalid callback: " + callback);
- while (++i < n) {
- if (t = (typename = T[i]).type) _[t] = set(_[t], typename.name, callback);
- else if (callback == null) for (t in _) _[t] = set(_[t], typename.name, null);
- }
- return this;
- },
- copy: function() {
- var copy = {}, _ = this._;
- for (var t in _) copy[t] = _[t].slice();
- return new Dispatch(copy);
- },
- call: function(type, that) {
- if ((n = arguments.length - 2) > 0) for (var args = new Array(n), i = 0, n, t; i < n; ++i) args[i] = arguments[i + 2];
- if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type);
- for (t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);
- },
- apply: function(type, that, args) {
- if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type);
- for (var t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);
- }
- };
- function get(type, name) {
- for (var i = 0, n = type.length, c; i < n; ++i) {
- if ((c = type[i]).name === name) {
- return c.value;
- }
- }
- }
- function set(type, name, callback) {
- for (var i = 0, n = type.length; i < n; ++i) {
- if (type[i].name === name) {
- type[i] = noop$1, type = type.slice(0, i).concat(type.slice(i + 1));
- break;
- }
- }
- if (callback != null) type.push({name: name, value: callback});
- return type;
- }
- var frame = 0, // is an animation frame pending?
- timeout = 0, // is a timeout pending?
- interval = 0, // are any timers active?
- pokeDelay = 1000, // how frequently we check for clock skew
- taskHead,
- taskTail,
- clockLast = 0,
- clockNow = 0,
- clockSkew = 0,
- clock = typeof performance === "object" && performance.now ? performance : Date,
- setFrame = typeof window === "object" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); };
- function now$2() {
- return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew);
- }
- function clearNow() {
- clockNow = 0;
- }
- function Timer() {
- this._call =
- this._time =
- this._next = null;
- }
- Timer.prototype = timer.prototype = {
- constructor: Timer,
- restart: function(callback, delay, time) {
- if (typeof callback !== "function") throw new TypeError("callback is not a function");
- time = (time == null ? now$2() : +time) + (delay == null ? 0 : +delay);
- if (!this._next && taskTail !== this) {
- if (taskTail) taskTail._next = this;
- else taskHead = this;
- taskTail = this;
- }
- this._call = callback;
- this._time = time;
- sleep();
- },
- stop: function() {
- if (this._call) {
- this._call = null;
- this._time = Infinity;
- sleep();
- }
- }
- };
- function timer(callback, delay, time) {
- var t = new Timer;
- t.restart(callback, delay, time);
- return t;
- }
- function timerFlush() {
- now$2(); // Get the current time, if not already set.
- ++frame; // Pretend we’ve set an alarm, if we haven’t already.
- var t = taskHead, e;
- while (t) {
- if ((e = clockNow - t._time) >= 0) t._call.call(undefined, e);
- t = t._next;
- }
- --frame;
- }
- function wake() {
- clockNow = (clockLast = clock.now()) + clockSkew;
- frame = timeout = 0;
- try {
- timerFlush();
- } finally {
- frame = 0;
- nap();
- clockNow = 0;
- }
- }
- function poke() {
- var now = clock.now(), delay = now - clockLast;
- if (delay > pokeDelay) clockSkew -= delay, clockLast = now;
- }
- function nap() {
- var t0, t1 = taskHead, t2, time = Infinity;
- while (t1) {
- if (t1._call) {
- if (time > t1._time) time = t1._time;
- t0 = t1, t1 = t1._next;
- } else {
- t2 = t1._next, t1._next = null;
- t1 = t0 ? t0._next = t2 : taskHead = t2;
- }
- }
- taskTail = t0;
- sleep(time);
- }
- function sleep(time) {
- if (frame) return; // Soonest alarm already set, or will be.
- if (timeout) timeout = clearTimeout(timeout);
- var delay = time - clockNow; // Strictly less than if we recomputed clockNow.
- if (delay > 24) {
- if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew);
- if (interval) interval = clearInterval(interval);
- } else {
- if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay);
- frame = 1, setFrame(wake);
- }
- }
- // https://en.wikipedia.org/wiki/Linear_congruential_generator#Parameters_in_common_use
- const a = 1664525;
- const c = 1013904223;
- const m = 4294967296; // 2^32
- function lcg() {
- let s = 1;
- return () => (s = (a * s + c) % m) / m;
- }
- var MAX_DIMENSIONS = 3;
- function x(d) {
- return d.x;
- }
- function y(d) {
- return d.y;
- }
- function z(d) {
- return d.z;
- }
- var initialRadius = 10,
- initialAngleRoll = Math.PI * (3 - Math.sqrt(5)), // Golden ratio angle
- initialAngleYaw = Math.PI * 20 / (9 + Math.sqrt(221)); // Markov irrational number
- function forceSimulation(nodes, numDimensions) {
- numDimensions = numDimensions || 2;
- var nDim = Math.min(MAX_DIMENSIONS, Math.max(1, Math.round(numDimensions))),
- simulation,
- alpha = 1,
- alphaMin = 0.001,
- alphaDecay = 1 - Math.pow(alphaMin, 1 / 300),
- alphaTarget = 0,
- velocityDecay = 0.6,
- forces = new Map(),
- stepper = timer(step),
- event = dispatch("tick", "end"),
- random = lcg();
- if (nodes == null) nodes = [];
- function step() {
- tick();
- event.call("tick", simulation);
- if (alpha < alphaMin) {
- stepper.stop();
- event.call("end", simulation);
- }
- }
- function tick(iterations) {
- var i, n = nodes.length, node;
- if (iterations === undefined) iterations = 1;
- for (var k = 0; k < iterations; ++k) {
- alpha += (alphaTarget - alpha) * alphaDecay;
- forces.forEach(function (force) {
- force(alpha);
- });
- for (i = 0; i < n; ++i) {
- node = nodes[i];
- if (node.fx == null) node.x += node.vx *= velocityDecay;
- else node.x = node.fx, node.vx = 0;
- if (nDim > 1) {
- if (node.fy == null) node.y += node.vy *= velocityDecay;
- else node.y = node.fy, node.vy = 0;
- }
- if (nDim > 2) {
- if (node.fz == null) node.z += node.vz *= velocityDecay;
- else node.z = node.fz, node.vz = 0;
- }
- }
- }
- return simulation;
- }
- function initializeNodes() {
- for (var i = 0, n = nodes.length, node; i < n; ++i) {
- node = nodes[i], node.index = i;
- if (node.fx != null) node.x = node.fx;
- if (node.fy != null) node.y = node.fy;
- if (node.fz != null) node.z = node.fz;
- if (isNaN(node.x) || (nDim > 1 && isNaN(node.y)) || (nDim > 2 && isNaN(node.z))) {
- var radius = initialRadius * (nDim > 2 ? Math.cbrt(0.5 + i) : (nDim > 1 ? Math.sqrt(0.5 + i) : i)),
- rollAngle = i * initialAngleRoll,
- yawAngle = i * initialAngleYaw;
- if (nDim === 1) {
- node.x = radius;
- } else if (nDim === 2) {
- node.x = radius * Math.cos(rollAngle);
- node.y = radius * Math.sin(rollAngle);
- } else { // 3 dimensions: use spherical distribution along 2 irrational number angles
- node.x = radius * Math.sin(rollAngle) * Math.cos(yawAngle);
- node.y = radius * Math.cos(rollAngle);
- node.z = radius * Math.sin(rollAngle) * Math.sin(yawAngle);
- }
- }
- if (isNaN(node.vx) || (nDim > 1 && isNaN(node.vy)) || (nDim > 2 && isNaN(node.vz))) {
- node.vx = 0;
- if (nDim > 1) { node.vy = 0; }
- if (nDim > 2) { node.vz = 0; }
- }
- }
- }
- function initializeForce(force) {
- if (force.initialize) force.initialize(nodes, random, nDim);
- return force;
- }
- initializeNodes();
- return simulation = {
- tick: tick,
- restart: function() {
- return stepper.restart(step), simulation;
- },
- stop: function() {
- return stepper.stop(), simulation;
- },
- numDimensions: function(_) {
- return arguments.length
- ? (nDim = Math.min(MAX_DIMENSIONS, Math.max(1, Math.round(_))), forces.forEach(initializeForce), simulation)
- : nDim;
- },
- nodes: function(_) {
- return arguments.length ? (nodes = _, initializeNodes(), forces.forEach(initializeForce), simulation) : nodes;
- },
- alpha: function(_) {
- return arguments.length ? (alpha = +_, simulation) : alpha;
- },
- alphaMin: function(_) {
- return arguments.length ? (alphaMin = +_, simulation) : alphaMin;
- },
- alphaDecay: function(_) {
- return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay;
- },
- alphaTarget: function(_) {
- return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget;
- },
- velocityDecay: function(_) {
- return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay;
- },
- randomSource: function(_) {
- return arguments.length ? (random = _, forces.forEach(initializeForce), simulation) : random;
- },
- force: function(name, _) {
- return arguments.length > 1 ? ((_ == null ? forces.delete(name) : forces.set(name, initializeForce(_))), simulation) : forces.get(name);
- },
- find: function() {
- var args = Array.prototype.slice.call(arguments);
- var x = args.shift() || 0,
- y = (nDim > 1 ? args.shift() : null) || 0,
- z = (nDim > 2 ? args.shift() : null) || 0,
- radius = args.shift() || Infinity;
- var i = 0,
- n = nodes.length,
- dx,
- dy,
- dz,
- d2,
- node,
- closest;
- radius *= radius;
- for (i = 0; i < n; ++i) {
- node = nodes[i];
- dx = x - node.x;
- dy = y - (node.y || 0);
- dz = z - (node.z ||0);
- d2 = dx * dx + dy * dy + dz * dz;
- if (d2 < radius) closest = node, radius = d2;
- }
- return closest;
- },
- on: function(name, _) {
- return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name);
- }
- };
- }
- function forceManyBody() {
- var nodes,
- nDim,
- node,
- random,
- alpha,
- strength = constant(-30),
- strengths,
- distanceMin2 = 1,
- distanceMax2 = Infinity,
- theta2 = 0.81;
- function force(_) {
- var i,
- n = nodes.length,
- tree =
- (nDim === 1 ? binarytree(nodes, x)
- :(nDim === 2 ? quadtree(nodes, x, y)
- :(nDim === 3 ? octree(nodes, x, y, z)
- :null
- ))).visitAfter(accumulate);
- for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);
- }
- function initialize() {
- if (!nodes) return;
- var i, n = nodes.length, node;
- strengths = new Array(n);
- for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);
- }
- function accumulate(treeNode) {
- var strength = 0, q, c, weight = 0, x, y, z, i;
- var numChildren = treeNode.length;
- // For internal nodes, accumulate forces from children.
- if (numChildren) {
- for (x = y = z = i = 0; i < numChildren; ++i) {
- if ((q = treeNode[i]) && (c = Math.abs(q.value))) {
- strength += q.value, weight += c, x += c * (q.x || 0), y += c * (q.y || 0), z += c * (q.z || 0);
- }
- }
- strength *= Math.sqrt(4 / numChildren); // scale accumulated strength according to number of dimensions
- treeNode.x = x / weight;
- if (nDim > 1) { treeNode.y = y / weight; }
- if (nDim > 2) { treeNode.z = z / weight; }
- }
- // For leaf nodes, accumulate forces from coincident nodes.
- else {
- q = treeNode;
- q.x = q.data.x;
- if (nDim > 1) { q.y = q.data.y; }
- if (nDim > 2) { q.z = q.data.z; }
- do strength += strengths[q.data.index];
- while (q = q.next);
- }
- treeNode.value = strength;
- }
- function apply(treeNode, x1, arg1, arg2, arg3) {
- if (!treeNode.value) return true;
- var x2 = [arg1, arg2, arg3][nDim-1];
- var x = treeNode.x - node.x,
- y = (nDim > 1 ? treeNode.y - node.y : 0),
- z = (nDim > 2 ? treeNode.z - node.z : 0),
- w = x2 - x1,
- l = x * x + y * y + z * z;
- // Apply the Barnes-Hut approximation if possible.
- // Limit forces for very close nodes; randomize direction if coincident.
- if (w * w / theta2 < l) {
- if (l < distanceMax2) {
- if (x === 0) x = jiggle(random), l += x * x;
- if (nDim > 1 && y === 0) y = jiggle(random), l += y * y;
- if (nDim > 2 && z === 0) z = jiggle(random), l += z * z;
- if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
- node.vx += x * treeNode.value * alpha / l;
- if (nDim > 1) { node.vy += y * treeNode.value * alpha / l; }
- if (nDim > 2) { node.vz += z * treeNode.value * alpha / l; }
- }
- return true;
- }
- // Otherwise, process points directly.
- else if (treeNode.length || l >= distanceMax2) return;
- // Limit forces for very close nodes; randomize direction if coincident.
- if (treeNode.data !== node || treeNode.next) {
- if (x === 0) x = jiggle(random), l += x * x;
- if (nDim > 1 && y === 0) y = jiggle(random), l += y * y;
- if (nDim > 2 && z === 0) z = jiggle(random), l += z * z;
- if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
- }
- do if (treeNode.data !== node) {
- w = strengths[treeNode.data.index] * alpha / l;
- node.vx += x * w;
- if (nDim > 1) { node.vy += y * w; }
- if (nDim > 2) { node.vz += z * w; }
- } while (treeNode = treeNode.next);
- }
- force.initialize = function(_nodes, ...args) {
- nodes = _nodes;
- random = args.find(arg => typeof arg === 'function') || Math.random;
- nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
- initialize();
- };
- force.strength = function(_) {
- return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
- };
- force.distanceMin = function(_) {
- return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);
- };
- force.distanceMax = function(_) {
- return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);
- };
- force.theta = function(_) {
- return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);
- };
- return force;
- }
- function forceRadial(radius, x, y, z) {
- var nodes,
- nDim,
- strength = constant(0.1),
- strengths,
- radiuses;
- if (typeof radius !== "function") radius = constant(+radius);
- if (x == null) x = 0;
- if (y == null) y = 0;
- if (z == null) z = 0;
- function force(alpha) {
- for (var i = 0, n = nodes.length; i < n; ++i) {
- var node = nodes[i],
- dx = node.x - x || 1e-6,
- dy = (node.y || 0) - y || 1e-6,
- dz = (node.z || 0) - z || 1e-6,
- r = Math.sqrt(dx * dx + dy * dy + dz * dz),
- k = (radiuses[i] - r) * strengths[i] * alpha / r;
- node.vx += dx * k;
- if (nDim>1) { node.vy += dy * k; }
- if (nDim>2) { node.vz += dz * k; }
- }
- }
- function initialize() {
- if (!nodes) return;
- var i, n = nodes.length;
- strengths = new Array(n);
- radiuses = new Array(n);
- for (i = 0; i < n; ++i) {
- radiuses[i] = +radius(nodes[i], i, nodes);
- strengths[i] = isNaN(radiuses[i]) ? 0 : +strength(nodes[i], i, nodes);
- }
- }
- force.initialize = function(initNodes, ...args) {
- nodes = initNodes;
- nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
- initialize();
- };
- force.strength = function(_) {
- return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
- };
- force.radius = function(_) {
- return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius;
- };
- force.x = function(_) {
- return arguments.length ? (x = +_, force) : x;
- };
- force.y = function(_) {
- return arguments.length ? (y = +_, force) : y;
- };
- force.z = function(_) {
- return arguments.length ? (z = +_, force) : z;
- };
- return force;
- }
- var ngraph_events = function eventify(subject) {
- validateSubject(subject);
- var eventsStorage = createEventsStorage(subject);
- subject.on = eventsStorage.on;
- subject.off = eventsStorage.off;
- subject.fire = eventsStorage.fire;
- return subject;
- };
- function createEventsStorage(subject) {
- // Store all event listeners to this hash. Key is event name, value is array
- // of callback records.
- //
- // A callback record consists of callback function and its optional context:
- // { 'eventName' => [{callback: function, ctx: object}] }
- var registeredEvents = Object.create(null);
- return {
- on: function (eventName, callback, ctx) {
- if (typeof callback !== 'function') {
- throw new Error('callback is expected to be a function');
- }
- var handlers = registeredEvents[eventName];
- if (!handlers) {
- handlers = registeredEvents[eventName] = [];
- }
- handlers.push({callback: callback, ctx: ctx});
- return subject;
- },
- off: function (eventName, callback) {
- var wantToRemoveAll = (typeof eventName === 'undefined');
- if (wantToRemoveAll) {
- // Killing old events storage should be enough in this case:
- registeredEvents = Object.create(null);
- return subject;
- }
- if (registeredEvents[eventName]) {
- var deleteAllCallbacksForEvent = (typeof callback !== 'function');
- if (deleteAllCallbacksForEvent) {
- delete registeredEvents[eventName];
- } else {
- var callbacks = registeredEvents[eventName];
- for (var i = 0; i < callbacks.length; ++i) {
- if (callbacks[i].callback === callback) {
- callbacks.splice(i, 1);
- }
- }
- }
- }
- return subject;
- },
- fire: function (eventName) {
- var callbacks = registeredEvents[eventName];
- if (!callbacks) {
- return subject;
- }
- var fireArguments;
- if (arguments.length > 1) {
- fireArguments = Array.prototype.splice.call(arguments, 1);
- }
- for(var i = 0; i < callbacks.length; ++i) {
- var callbackInfo = callbacks[i];
- callbackInfo.callback.apply(callbackInfo.ctx, fireArguments);
- }
- return subject;
- }
- };
- }
- function validateSubject(subject) {
- if (!subject) {
- throw new Error('Eventify cannot use falsy object as events subject');
- }
- var reservedWords = ['on', 'fire', 'off'];
- for (var i = 0; i < reservedWords.length; ++i) {
- if (subject.hasOwnProperty(reservedWords[i])) {
- throw new Error("Subject cannot be eventified, since it already has property '" + reservedWords[i] + "'");
- }
- }
- }
- /**
- * @fileOverview Contains definition of the core graph object.
- */
- // TODO: need to change storage layer:
- // 1. Be able to get all nodes O(1)
- // 2. Be able to get number of links O(1)
- /**
- * @example
- * var graph = require('ngraph.graph')();
- * graph.addNode(1); // graph has one node.
- * graph.addLink(2, 3); // now graph contains three nodes and one link.
- *
- */
- var ngraph_graph = createGraph;
- var eventify$1 = ngraph_events;
- /**
- * Creates a new graph
- */
- function createGraph(options) {
- // Graph structure is maintained as dictionary of nodes
- // and array of links. Each node has 'links' property which
- // hold all links related to that node. And general links
- // array is used to speed up all links enumeration. This is inefficient
- // in terms of memory, but simplifies coding.
- options = options || {};
- if ('uniqueLinkId' in options) {
- console.warn(
- 'ngraph.graph: Starting from version 0.14 `uniqueLinkId` is deprecated.\n' +
- 'Use `multigraph` option instead\n',
- '\n',
- 'Note: there is also change in default behavior: From now on each graph\n'+
- 'is considered to be not a multigraph by default (each edge is unique).'
- );
- options.multigraph = options.uniqueLinkId;
- }
- // Dear reader, the non-multigraphs do not guarantee that there is only
- // one link for a given pair of node. When this option is set to false
- // we can save some memory and CPU (18% faster for non-multigraph);
- if (options.multigraph === undefined) options.multigraph = false;
- if (typeof Map !== 'function') {
- // TODO: Should we polyfill it ourselves? We don't use much operations there..
- throw new Error('ngraph.graph requires `Map` to be defined. Please polyfill it before using ngraph');
- }
- var nodes = new Map();
- var links = [],
- // Hash of multi-edges. Used to track ids of edges between same nodes
- multiEdges = {},
- suspendEvents = 0,
- createLink = options.multigraph ? createUniqueLink : createSingleLink,
- // Our graph API provides means to listen to graph changes. Users can subscribe
- // to be notified about changes in the graph by using `on` method. However
- // in some cases they don't use it. To avoid unnecessary memory consumption
- // we will not record graph changes until we have at least one subscriber.
- // Code below supports this optimization.
- //
- // Accumulates all changes made during graph updates.
- // Each change element contains:
- // changeType - one of the strings: 'add', 'remove' or 'update';
- // node - if change is related to node this property is set to changed graph's node;
- // link - if change is related to link this property is set to changed graph's link;
- changes = [],
- recordLinkChange = noop,
- recordNodeChange = noop,
- enterModification = noop,
- exitModification = noop;
- // this is our public API:
- var graphPart = {
- /**
- * Adds node to the graph. If node with given id already exists in the graph
- * its data is extended with whatever comes in 'data' argument.
- *
- * @param nodeId the node's identifier. A string or number is preferred.
- * @param [data] additional data for the node being added. If node already
- * exists its data object is augmented with the new one.
- *
- * @return {node} The newly added node or node with given id if it already exists.
- */
- addNode: addNode,
- /**
- * Adds a link to the graph. The function always create a new
- * link between two nodes. If one of the nodes does not exists
- * a new node is created.
- *
- * @param fromId link start node id;
- * @param toId link end node id;
- * @param [data] additional data to be set on the new link;
- *
- * @return {link} The newly created link
- */
- addLink: addLink,
- /**
- * Removes link from the graph. If link does not exist does nothing.
- *
- * @param link - object returned by addLink() or getLinks() methods.
- *
- * @returns true if link was removed; false otherwise.
- */
- removeLink: removeLink,
- /**
- * Removes node with given id from the graph. If node does not exist in the graph
- * does nothing.
- *
- * @param nodeId node's identifier passed to addNode() function.
- *
- * @returns true if node was removed; false otherwise.
- */
- removeNode: removeNode,
- /**
- * Gets node with given identifier. If node does not exist undefined value is returned.
- *
- * @param nodeId requested node identifier;
- *
- * @return {node} in with requested identifier or undefined if no such node exists.
- */
- getNode: getNode,
- /**
- * Gets number of nodes in this graph.
- *
- * @return number of nodes in the graph.
- */
- getNodeCount: getNodeCount,
- /**
- * Gets total number of links in the graph.
- */
- getLinkCount: getLinkCount,
- /**
- * Synonym for `getLinkCount()`
- */
- getLinksCount: getLinkCount,
-
- /**
- * Synonym for `getNodeCount()`
- */
- getNodesCount: getNodeCount,
- /**
- * Gets all links (inbound and outbound) from the node with given id.
- * If node with given id is not found null is returned.
- *
- * @param nodeId requested node identifier.
- *
- * @return Array of links from and to requested node if such node exists;
- * otherwise null is returned.
- */
- getLinks: getLinks,
- /**
- * Invokes callback on each node of the graph.
- *
- * @param {Function(node)} callback Function to be invoked. The function
- * is passed one argument: visited node.
- */
- forEachNode: forEachNode,
- /**
- * Invokes callback on every linked (adjacent) node to the given one.
- *
- * @param nodeId Identifier of the requested node.
- * @param {Function(node, link)} callback Function to be called on all linked nodes.
- * The function is passed two parameters: adjacent node and link object itself.
- * @param oriented if true graph treated as oriented.
- */
- forEachLinkedNode: forEachLinkedNode,
- /**
- * Enumerates all links in the graph
- *
- * @param {Function(link)} callback Function to be called on all links in the graph.
- * The function is passed one parameter: graph's link object.
- *
- * Link object contains at least the following fields:
- * fromId - node id where link starts;
- * toId - node id where link ends,
- * data - additional data passed to graph.addLink() method.
- */
- forEachLink: forEachLink,
- /**
- * Suspend all notifications about graph changes until
- * endUpdate is called.
- */
- beginUpdate: enterModification,
- /**
- * Resumes all notifications about graph changes and fires
- * graph 'changed' event in case there are any pending changes.
- */
- endUpdate: exitModification,
- /**
- * Removes all nodes and links from the graph.
- */
- clear: clear,
- /**
- * Detects whether there is a link between two nodes.
- * Operation complexity is O(n) where n - number of links of a node.
- * NOTE: this function is synonim for getLink()
- *
- * @returns link if there is one. null otherwise.
- */
- hasLink: getLink,
- /**
- * Detects whether there is a node with given id
- *
- * Operation complexity is O(1)
- * NOTE: this function is synonim for getNode()
- *
- * @returns node if there is one; Falsy value otherwise.
- */
- hasNode: getNode,
- /**
- * Gets an edge between two nodes.
- * Operation complexity is O(n) where n - number of links of a node.
- *
- * @param {string} fromId link start identifier
- * @param {string} toId link end identifier
- *
- * @returns link if there is one. null otherwise.
- */
- getLink: getLink
- };
- // this will add `on()` and `fire()` methods.
- eventify$1(graphPart);
- monitorSubscribers();
- return graphPart;
- function monitorSubscribers() {
- var realOn = graphPart.on;
- // replace real `on` with our temporary on, which will trigger change
- // modification monitoring:
- graphPart.on = on;
- function on() {
- // now it's time to start tracking stuff:
- graphPart.beginUpdate = enterModification = enterModificationReal;
- graphPart.endUpdate = exitModification = exitModificationReal;
- recordLinkChange = recordLinkChangeReal;
- recordNodeChange = recordNodeChangeReal;
- // this will replace current `on` method with real pub/sub from `eventify`.
- graphPart.on = realOn;
- // delegate to real `on` handler:
- return realOn.apply(graphPart, arguments);
- }
- }
- function recordLinkChangeReal(link, changeType) {
- changes.push({
- link: link,
- changeType: changeType
- });
- }
- function recordNodeChangeReal(node, changeType) {
- changes.push({
- node: node,
- changeType: changeType
- });
- }
- function addNode(nodeId, data) {
- if (nodeId === undefined) {
- throw new Error('Invalid node identifier');
- }
- enterModification();
- var node = getNode(nodeId);
- if (!node) {
- node = new Node(nodeId, data);
- recordNodeChange(node, 'add');
- } else {
- node.data = data;
- recordNodeChange(node, 'update');
- }
- nodes.set(nodeId, node);
- exitModification();
- return node;
- }
- function getNode(nodeId) {
- return nodes.get(nodeId);
- }
- function removeNode(nodeId) {
- var node = getNode(nodeId);
- if (!node) {
- return false;
- }
- enterModification();
- var prevLinks = node.links;
- if (prevLinks) {
- node.links = null;
- for(var i = 0; i < prevLinks.length; ++i) {
- removeLink(prevLinks[i]);
- }
- }
- nodes.delete(nodeId);
- recordNodeChange(node, 'remove');
- exitModification();
- return true;
- }
- function addLink(fromId, toId, data) {
- enterModification();
- var fromNode = getNode(fromId) || addNode(fromId);
- var toNode = getNode(toId) || addNode(toId);
- var link = createLink(fromId, toId, data);
- links.push(link);
- // TODO: this is not cool. On large graphs potentially would consume more memory.
- addLinkToNode(fromNode, link);
- if (fromId !== toId) {
- // make sure we are not duplicating links for self-loops
- addLinkToNode(toNode, link);
- }
- recordLinkChange(link, 'add');
- exitModification();
- return link;
- }
- function createSingleLink(fromId, toId, data) {
- var linkId = makeLinkId(fromId, toId);
- return new Link(fromId, toId, data, linkId);
- }
- function createUniqueLink(fromId, toId, data) {
- // TODO: Get rid of this method.
- var linkId = makeLinkId(fromId, toId);
- var isMultiEdge = multiEdges.hasOwnProperty(linkId);
- if (isMultiEdge || getLink(fromId, toId)) {
- if (!isMultiEdge) {
- multiEdges[linkId] = 0;
- }
- var suffix = '@' + (++multiEdges[linkId]);
- linkId = makeLinkId(fromId + suffix, toId + suffix);
- }
- return new Link(fromId, toId, data, linkId);
- }
- function getNodeCount() {
- return nodes.size;
- }
- function getLinkCount() {
- return links.length;
- }
- function getLinks(nodeId) {
- var node = getNode(nodeId);
- return node ? node.links : null;
- }
- function removeLink(link) {
- if (!link) {
- return false;
- }
- var idx = indexOfElementInArray(link, links);
- if (idx < 0) {
- return false;
- }
- enterModification();
- links.splice(idx, 1);
- var fromNode = getNode(link.fromId);
- var toNode = getNode(link.toId);
- if (fromNode) {
- idx = indexOfElementInArray(link, fromNode.links);
- if (idx >= 0) {
- fromNode.links.splice(idx, 1);
- }
- }
- if (toNode) {
- idx = indexOfElementInArray(link, toNode.links);
- if (idx >= 0) {
- toNode.links.splice(idx, 1);
- }
- }
- recordLinkChange(link, 'remove');
- exitModification();
- return true;
- }
- function getLink(fromNodeId, toNodeId) {
- // TODO: Use sorted links to speed this up
- var node = getNode(fromNodeId),
- i;
- if (!node || !node.links) {
- return null;
- }
- for (i = 0; i < node.links.length; ++i) {
- var link = node.links[i];
- if (link.fromId === fromNodeId && link.toId === toNodeId) {
- return link;
- }
- }
- return null; // no link.
- }
- function clear() {
- enterModification();
- forEachNode(function(node) {
- removeNode(node.id);
- });
- exitModification();
- }
- function forEachLink(callback) {
- var i, length;
- if (typeof callback === 'function') {
- for (i = 0, length = links.length; i < length; ++i) {
- callback(links[i]);
- }
- }
- }
- function forEachLinkedNode(nodeId, callback, oriented) {
- var node = getNode(nodeId);
- if (node && node.links && typeof callback === 'function') {
- if (oriented) {
- return forEachOrientedLink(node.links, nodeId, callback);
- } else {
- return forEachNonOrientedLink(node.links, nodeId, callback);
- }
- }
- }
- function forEachNonOrientedLink(links, nodeId, callback) {
- var quitFast;
- for (var i = 0; i < links.length; ++i) {
- var link = links[i];
- var linkedNodeId = link.fromId === nodeId ? link.toId : link.fromId;
- quitFast = callback(nodes.get(linkedNodeId), link);
- if (quitFast) {
- return true; // Client does not need more iterations. Break now.
- }
- }
- }
- function forEachOrientedLink(links, nodeId, callback) {
- var quitFast;
- for (var i = 0; i < links.length; ++i) {
- var link = links[i];
- if (link.fromId === nodeId) {
- quitFast = callback(nodes.get(link.toId), link);
- if (quitFast) {
- return true; // Client does not need more iterations. Break now.
- }
- }
- }
- }
- // we will not fire anything until users of this library explicitly call `on()`
- // method.
- function noop() {}
- // Enter, Exit modification allows bulk graph updates without firing events.
- function enterModificationReal() {
- suspendEvents += 1;
- }
- function exitModificationReal() {
- suspendEvents -= 1;
- if (suspendEvents === 0 && changes.length > 0) {
- graphPart.fire('changed', changes);
- changes.length = 0;
- }
- }
- function forEachNode(callback) {
- if (typeof callback !== 'function') {
- throw new Error('Function is expected to iterate over graph nodes. You passed ' + callback);
- }
- var valuesIterator = nodes.values();
- var nextValue = valuesIterator.next();
- while (!nextValue.done) {
- if (callback(nextValue.value)) {
- return true; // client doesn't want to proceed. Return.
- }
- nextValue = valuesIterator.next();
- }
- }
- }
- // need this for old browsers. Should this be a separate module?
- function indexOfElementInArray(element, array) {
- if (!array) return -1;
- if (array.indexOf) {
- return array.indexOf(element);
- }
- var len = array.length,
- i;
- for (i = 0; i < len; i += 1) {
- if (array[i] === element) {
- return i;
- }
- }
- return -1;
- }
- /**
- * Internal structure to represent node;
- */
- function Node(id, data) {
- this.id = id;
- this.links = null;
- this.data = data;
- }
- function addLinkToNode(node, link) {
- if (node.links) {
- node.links.push(link);
- } else {
- node.links = [link];
- }
- }
- /**
- * Internal structure to represent links;
- */
- function Link(fromId, toId, data, id) {
- this.fromId = fromId;
- this.toId = toId;
- this.data = data;
- this.id = id;
- }
- function makeLinkId(fromId, toId) {
- return fromId.toString() + '👉 ' + toId.toString();
- }
- var ngraph_forcelayout = {exports: {}};
- var generateCreateBody = {exports: {}};
- var getVariableName$2 = function getVariableName(index) {
- if (index === 0) return 'x';
- if (index === 1) return 'y';
- if (index === 2) return 'z';
- return 'c' + (index + 1);
- };
- const getVariableName$1 = getVariableName$2;
- var createPatternBuilder$6 = function createPatternBuilder(dimension) {
- return pattern;
-
- function pattern(template, config) {
- let indent = (config && config.indent) || 0;
- let join = (config && config.join !== undefined) ? config.join : '\n';
- let indentString = Array(indent + 1).join(' ');
- let buffer = [];
- for (let i = 0; i < dimension; ++i) {
- let variableName = getVariableName$1(i);
- let prefix = (i === 0) ? '' : indentString;
- buffer.push(prefix + template.replace(/{var}/g, variableName));
- }
- return buffer.join(join);
- }
- };
- const createPatternBuilder$5 = createPatternBuilder$6;
- generateCreateBody.exports = generateCreateBodyFunction$1;
- generateCreateBody.exports.generateCreateBodyFunctionBody = generateCreateBodyFunctionBody;
- // InlineTransform: getVectorCode
- generateCreateBody.exports.getVectorCode = getVectorCode;
- // InlineTransform: getBodyCode
- generateCreateBody.exports.getBodyCode = getBodyCode;
- // InlineTransformExport: module.exports = function() { return Body; }
- function generateCreateBodyFunction$1(dimension, debugSetters) {
- let code = generateCreateBodyFunctionBody(dimension, debugSetters);
- let {Body} = (new Function(code))();
- return Body;
- }
- function generateCreateBodyFunctionBody(dimension, debugSetters) {
- let code = `
- ${getVectorCode(dimension, debugSetters)}
- ${getBodyCode(dimension)}
- return {Body: Body, Vector: Vector};
- `;
- return code;
- }
- function getBodyCode(dimension) {
- let pattern = createPatternBuilder$5(dimension);
- let variableList = pattern('{var}', {join: ', '});
- return `
- function Body(${variableList}) {
- this.isPinned = false;
- this.pos = new Vector(${variableList});
- this.force = new Vector();
- this.velocity = new Vector();
- this.mass = 1;
- this.springCount = 0;
- this.springLength = 0;
- }
- Body.prototype.reset = function() {
- this.force.reset();
- this.springCount = 0;
- this.springLength = 0;
- }
- Body.prototype.setPosition = function (${variableList}) {
- ${pattern('this.pos.{var} = {var} || 0;', {indent: 2})}
- };`;
- }
- function getVectorCode(dimension, debugSetters) {
- let pattern = createPatternBuilder$5(dimension);
- let setters = '';
- if (debugSetters) {
- setters = `${pattern("\n\
- var v{var};\n\
- Object.defineProperty(this, '{var}', {\n\
- set: function(v) { \n\
- if (!Number.isFinite(v)) throw new Error('Cannot set non-numbers to {var}');\n\
- v{var} = v; \n\
- },\n\
- get: function() { return v{var}; }\n\
- });")}`;
- }
- let variableList = pattern('{var}', {join: ', '});
- return `function Vector(${variableList}) {
- ${setters}
- if (typeof arguments[0] === 'object') {
- // could be another vector
- let v = arguments[0];
- ${pattern('if (!Number.isFinite(v.{var})) throw new Error("Expected value is not a finite number at Vector constructor ({var})");', {indent: 4})}
- ${pattern('this.{var} = v.{var};', {indent: 4})}
- } else {
- ${pattern('this.{var} = typeof {var} === "number" ? {var} : 0;', {indent: 4})}
- }
- }
-
- Vector.prototype.reset = function () {
- ${pattern('this.{var} = ', {join: ''})}0;
- };`;
- }
- var generateQuadTree = {exports: {}};
- const createPatternBuilder$4 = createPatternBuilder$6;
- const getVariableName = getVariableName$2;
- generateQuadTree.exports = generateQuadTreeFunction$1;
- generateQuadTree.exports.generateQuadTreeFunctionBody = generateQuadTreeFunctionBody;
- // These exports are for InlineTransform tool.
- // InlineTransform: getInsertStackCode
- generateQuadTree.exports.getInsertStackCode = getInsertStackCode;
- // InlineTransform: getQuadNodeCode
- generateQuadTree.exports.getQuadNodeCode = getQuadNodeCode;
- // InlineTransform: isSamePosition
- generateQuadTree.exports.isSamePosition = isSamePosition;
- // InlineTransform: getChildBodyCode
- generateQuadTree.exports.getChildBodyCode = getChildBodyCode;
- // InlineTransform: setChildBodyCode
- generateQuadTree.exports.setChildBodyCode = setChildBodyCode;
- function generateQuadTreeFunction$1(dimension) {
- let code = generateQuadTreeFunctionBody(dimension);
- return (new Function(code))();
- }
- function generateQuadTreeFunctionBody(dimension) {
- let pattern = createPatternBuilder$4(dimension);
- let quadCount = Math.pow(2, dimension);
- let code = `
- ${getInsertStackCode()}
- ${getQuadNodeCode(dimension)}
- ${isSamePosition(dimension)}
- ${getChildBodyCode(dimension)}
- ${setChildBodyCode(dimension)}
- function createQuadTree(options, random) {
- options = options || {};
- options.gravity = typeof options.gravity === 'number' ? options.gravity : -1;
- options.theta = typeof options.theta === 'number' ? options.theta : 0.8;
- var gravity = options.gravity;
- var updateQueue = [];
- var insertStack = new InsertStack();
- var theta = options.theta;
- var nodesCache = [];
- var currentInCache = 0;
- var root = newNode();
- return {
- insertBodies: insertBodies,
- /**
- * Gets root node if it is present
- */
- getRoot: function() {
- return root;
- },
- updateBodyForce: update,
- options: function(newOptions) {
- if (newOptions) {
- if (typeof newOptions.gravity === 'number') {
- gravity = newOptions.gravity;
- }
- if (typeof newOptions.theta === 'number') {
- theta = newOptions.theta;
- }
- return this;
- }
- return {
- gravity: gravity,
- theta: theta
- };
- }
- };
- function newNode() {
- // To avoid pressure on GC we reuse nodes.
- var node = nodesCache[currentInCache];
- if (node) {
- ${assignQuads(' node.')}
- node.body = null;
- node.mass = ${pattern('node.mass_{var} = ', {join: ''})}0;
- ${pattern('node.min_{var} = node.max_{var} = ', {join: ''})}0;
- } else {
- node = new QuadNode();
- nodesCache[currentInCache] = node;
- }
- ++currentInCache;
- return node;
- }
- function update(sourceBody) {
- var queue = updateQueue;
- var v;
- ${pattern('var d{var};', {indent: 4})}
- var r;
- ${pattern('var f{var} = 0;', {indent: 4})}
- var queueLength = 1;
- var shiftIdx = 0;
- var pushIdx = 1;
- queue[0] = root;
- while (queueLength) {
- var node = queue[shiftIdx];
- var body = node.body;
- queueLength -= 1;
- shiftIdx += 1;
- var differentBody = (body !== sourceBody);
- if (body && differentBody) {
- // If the current node is a leaf node (and it is not source body),
- // calculate the force exerted by the current node on body, and add this
- // amount to body's net force.
- ${pattern('d{var} = body.pos.{var} - sourceBody.pos.{var};', {indent: 8})}
- r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
- if (r === 0) {
- // Poor man's protection against zero distance.
- ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 10})}
- r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
- }
- // This is standard gravitation force calculation but we divide
- // by r^3 to save two operations when normalizing force vector.
- v = gravity * body.mass * sourceBody.mass / (r * r * r);
- ${pattern('f{var} += v * d{var};', {indent: 8})}
- } else if (differentBody) {
- // Otherwise, calculate the ratio s / r, where s is the width of the region
- // represented by the internal node, and r is the distance between the body
- // and the node's center-of-mass
- ${pattern('d{var} = node.mass_{var} / node.mass - sourceBody.pos.{var};', {indent: 8})}
- r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
- if (r === 0) {
- // Sorry about code duplication. I don't want to create many functions
- // right away. Just want to see performance first.
- ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 10})}
- r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
- }
- // If s / r < θ, treat this internal node as a single body, and calculate the
- // force it exerts on sourceBody, and add this amount to sourceBody's net force.
- if ((node.max_${getVariableName(0)} - node.min_${getVariableName(0)}) / r < theta) {
- // in the if statement above we consider node's width only
- // because the region was made into square during tree creation.
- // Thus there is no difference between using width or height.
- v = gravity * node.mass * sourceBody.mass / (r * r * r);
- ${pattern('f{var} += v * d{var};', {indent: 10})}
- } else {
- // Otherwise, run the procedure recursively on each of the current node's children.
- // I intentionally unfolded this loop, to save several CPU cycles.
- ${runRecursiveOnChildren()}
- }
- }
- }
- ${pattern('sourceBody.force.{var} += f{var};', {indent: 4})}
- }
- function insertBodies(bodies) {
- ${pattern('var {var}min = Number.MAX_VALUE;', {indent: 4})}
- ${pattern('var {var}max = Number.MIN_VALUE;', {indent: 4})}
- var i = bodies.length;
- // To reduce quad tree depth we are looking for exact bounding box of all particles.
- while (i--) {
- var pos = bodies[i].pos;
- ${pattern('if (pos.{var} < {var}min) {var}min = pos.{var};', {indent: 6})}
- ${pattern('if (pos.{var} > {var}max) {var}max = pos.{var};', {indent: 6})}
- }
- // Makes the bounds square.
- var maxSideLength = -Infinity;
- ${pattern('if ({var}max - {var}min > maxSideLength) maxSideLength = {var}max - {var}min ;', {indent: 4})}
- currentInCache = 0;
- root = newNode();
- ${pattern('root.min_{var} = {var}min;', {indent: 4})}
- ${pattern('root.max_{var} = {var}min + maxSideLength;', {indent: 4})}
- i = bodies.length - 1;
- if (i >= 0) {
- root.body = bodies[i];
- }
- while (i--) {
- insert(bodies[i], root);
- }
- }
- function insert(newBody) {
- insertStack.reset();
- insertStack.push(root, newBody);
- while (!insertStack.isEmpty()) {
- var stackItem = insertStack.pop();
- var node = stackItem.node;
- var body = stackItem.body;
- if (!node.body) {
- // This is internal node. Update the total mass of the node and center-of-mass.
- ${pattern('var {var} = body.pos.{var};', {indent: 8})}
- node.mass += body.mass;
- ${pattern('node.mass_{var} += body.mass * {var};', {indent: 8})}
- // Recursively insert the body in the appropriate quadrant.
- // But first find the appropriate quadrant.
- var quadIdx = 0; // Assume we are in the 0's quad.
- ${pattern('var min_{var} = node.min_{var};', {indent: 8})}
- ${pattern('var max_{var} = (min_{var} + node.max_{var}) / 2;', {indent: 8})}
- ${assignInsertionQuadIndex(8)}
- var child = getChild(node, quadIdx);
- if (!child) {
- // The node is internal but this quadrant is not taken. Add
- // subnode to it.
- child = newNode();
- ${pattern('child.min_{var} = min_{var};', {indent: 10})}
- ${pattern('child.max_{var} = max_{var};', {indent: 10})}
- child.body = body;
- setChild(node, quadIdx, child);
- } else {
- // continue searching in this quadrant.
- insertStack.push(child, body);
- }
- } else {
- // We are trying to add to the leaf node.
- // We have to convert current leaf into internal node
- // and continue adding two nodes.
- var oldBody = node.body;
- node.body = null; // internal nodes do not cary bodies
- if (isSamePosition(oldBody.pos, body.pos)) {
- // Prevent infinite subdivision by bumping one node
- // anywhere in this quadrant
- var retriesCount = 3;
- do {
- var offset = random.nextDouble();
- ${pattern('var d{var} = (node.max_{var} - node.min_{var}) * offset;', {indent: 12})}
- ${pattern('oldBody.pos.{var} = node.min_{var} + d{var};', {indent: 12})}
- retriesCount -= 1;
- // Make sure we don't bump it out of the box. If we do, next iteration should fix it
- } while (retriesCount > 0 && isSamePosition(oldBody.pos, body.pos));
- if (retriesCount === 0 && isSamePosition(oldBody.pos, body.pos)) {
- // This is very bad, we ran out of precision.
- // if we do not return from the method we'll get into
- // infinite loop here. So we sacrifice correctness of layout, and keep the app running
- // Next layout iteration should get larger bounding box in the first step and fix this
- return;
- }
- }
- // Next iteration should subdivide node further.
- insertStack.push(node, oldBody);
- insertStack.push(node, body);
- }
- }
- }
- }
- return createQuadTree;
- `;
- return code;
- function assignInsertionQuadIndex(indentCount) {
- let insertionCode = [];
- let indent = Array(indentCount + 1).join(' ');
- for (let i = 0; i < dimension; ++i) {
- insertionCode.push(indent + `if (${getVariableName(i)} > max_${getVariableName(i)}) {`);
- insertionCode.push(indent + ` quadIdx = quadIdx + ${Math.pow(2, i)};`);
- insertionCode.push(indent + ` min_${getVariableName(i)} = max_${getVariableName(i)};`);
- insertionCode.push(indent + ` max_${getVariableName(i)} = node.max_${getVariableName(i)};`);
- insertionCode.push(indent + `}`);
- }
- return insertionCode.join('\n');
- // if (x > max_x) { // somewhere in the eastern part.
- // quadIdx = quadIdx + 1;
- // left = right;
- // right = node.right;
- // }
- }
- function runRecursiveOnChildren() {
- let indent = Array(11).join(' ');
- let recursiveCode = [];
- for (let i = 0; i < quadCount; ++i) {
- recursiveCode.push(indent + `if (node.quad${i}) {`);
- recursiveCode.push(indent + ` queue[pushIdx] = node.quad${i};`);
- recursiveCode.push(indent + ` queueLength += 1;`);
- recursiveCode.push(indent + ` pushIdx += 1;`);
- recursiveCode.push(indent + `}`);
- }
- return recursiveCode.join('\n');
- // if (node.quad0) {
- // queue[pushIdx] = node.quad0;
- // queueLength += 1;
- // pushIdx += 1;
- // }
- }
- function assignQuads(indent) {
- // this.quad0 = null;
- // this.quad1 = null;
- // this.quad2 = null;
- // this.quad3 = null;
- let quads = [];
- for (let i = 0; i < quadCount; ++i) {
- quads.push(`${indent}quad${i} = null;`);
- }
- return quads.join('\n');
- }
- }
- function isSamePosition(dimension) {
- let pattern = createPatternBuilder$4(dimension);
- return `
- function isSamePosition(point1, point2) {
- ${pattern('var d{var} = Math.abs(point1.{var} - point2.{var});', {indent: 2})}
-
- return ${pattern('d{var} < 1e-8', {join: ' && '})};
- }
- `;
- }
- function setChildBodyCode(dimension) {
- var quadCount = Math.pow(2, dimension);
- return `
- function setChild(node, idx, child) {
- ${setChildBody()}
- }`;
- function setChildBody() {
- let childBody = [];
- for (let i = 0; i < quadCount; ++i) {
- let prefix = (i === 0) ? ' ' : ' else ';
- childBody.push(`${prefix}if (idx === ${i}) node.quad${i} = child;`);
- }
- return childBody.join('\n');
- // if (idx === 0) node.quad0 = child;
- // else if (idx === 1) node.quad1 = child;
- // else if (idx === 2) node.quad2 = child;
- // else if (idx === 3) node.quad3 = child;
- }
- }
- function getChildBodyCode(dimension) {
- return `function getChild(node, idx) {
- ${getChildBody()}
- return null;
- }`;
- function getChildBody() {
- let childBody = [];
- let quadCount = Math.pow(2, dimension);
- for (let i = 0; i < quadCount; ++i) {
- childBody.push(` if (idx === ${i}) return node.quad${i};`);
- }
- return childBody.join('\n');
- // if (idx === 0) return node.quad0;
- // if (idx === 1) return node.quad1;
- // if (idx === 2) return node.quad2;
- // if (idx === 3) return node.quad3;
- }
- }
- function getQuadNodeCode(dimension) {
- let pattern = createPatternBuilder$4(dimension);
- let quadCount = Math.pow(2, dimension);
- var quadNodeCode = `
- function QuadNode() {
- // body stored inside this node. In quad tree only leaf nodes (by construction)
- // contain bodies:
- this.body = null;
- // Child nodes are stored in quads. Each quad is presented by number:
- // 0 | 1
- // -----
- // 2 | 3
- ${assignQuads(' this.')}
- // Total mass of current node
- this.mass = 0;
- // Center of mass coordinates
- ${pattern('this.mass_{var} = 0;', {indent: 2})}
- // bounding box coordinates
- ${pattern('this.min_{var} = 0;', {indent: 2})}
- ${pattern('this.max_{var} = 0;', {indent: 2})}
- }
- `;
- return quadNodeCode;
- function assignQuads(indent) {
- // this.quad0 = null;
- // this.quad1 = null;
- // this.quad2 = null;
- // this.quad3 = null;
- let quads = [];
- for (let i = 0; i < quadCount; ++i) {
- quads.push(`${indent}quad${i} = null;`);
- }
- return quads.join('\n');
- }
- }
- function getInsertStackCode() {
- return `
- /**
- * Our implementation of QuadTree is non-recursive to avoid GC hit
- * This data structure represent stack of elements
- * which we are trying to insert into quad tree.
- */
- function InsertStack () {
- this.stack = [];
- this.popIdx = 0;
- }
- InsertStack.prototype = {
- isEmpty: function() {
- return this.popIdx === 0;
- },
- push: function (node, body) {
- var item = this.stack[this.popIdx];
- if (!item) {
- // we are trying to avoid memory pressure: create new element
- // only when absolutely necessary
- this.stack[this.popIdx] = new InsertStackElement(node, body);
- } else {
- item.node = node;
- item.body = body;
- }
- ++this.popIdx;
- },
- pop: function () {
- if (this.popIdx > 0) {
- return this.stack[--this.popIdx];
- }
- },
- reset: function () {
- this.popIdx = 0;
- }
- };
- function InsertStackElement(node, body) {
- this.node = node; // QuadTree node
- this.body = body; // physical body which needs to be inserted to node
- }
- `;
- }
- var generateBounds = {exports: {}};
- generateBounds.exports = generateBoundsFunction$1;
- generateBounds.exports.generateFunctionBody = generateBoundsFunctionBody;
- const createPatternBuilder$3 = createPatternBuilder$6;
- function generateBoundsFunction$1(dimension) {
- let code = generateBoundsFunctionBody(dimension);
- return new Function('bodies', 'settings', 'random', code);
- }
- function generateBoundsFunctionBody(dimension) {
- let pattern = createPatternBuilder$3(dimension);
- let code = `
- var boundingBox = {
- ${pattern('min_{var}: 0, max_{var}: 0,', {indent: 4})}
- };
- return {
- box: boundingBox,
- update: updateBoundingBox,
- reset: resetBoundingBox,
- getBestNewPosition: function (neighbors) {
- var ${pattern('base_{var} = 0', {join: ', '})};
- if (neighbors.length) {
- for (var i = 0; i < neighbors.length; ++i) {
- let neighborPos = neighbors[i].pos;
- ${pattern('base_{var} += neighborPos.{var};', {indent: 10})}
- }
- ${pattern('base_{var} /= neighbors.length;', {indent: 8})}
- } else {
- ${pattern('base_{var} = (boundingBox.min_{var} + boundingBox.max_{var}) / 2;', {indent: 8})}
- }
- var springLength = settings.springLength;
- return {
- ${pattern('{var}: base_{var} + (random.nextDouble() - 0.5) * springLength,', {indent: 8})}
- };
- }
- };
- function updateBoundingBox() {
- var i = bodies.length;
- if (i === 0) return; // No bodies - no borders.
- ${pattern('var max_{var} = -Infinity;', {indent: 4})}
- ${pattern('var min_{var} = Infinity;', {indent: 4})}
- while(i--) {
- // this is O(n), it could be done faster with quadtree, if we check the root node bounds
- var bodyPos = bodies[i].pos;
- ${pattern('if (bodyPos.{var} < min_{var}) min_{var} = bodyPos.{var};', {indent: 6})}
- ${pattern('if (bodyPos.{var} > max_{var}) max_{var} = bodyPos.{var};', {indent: 6})}
- }
- ${pattern('boundingBox.min_{var} = min_{var};', {indent: 4})}
- ${pattern('boundingBox.max_{var} = max_{var};', {indent: 4})}
- }
- function resetBoundingBox() {
- ${pattern('boundingBox.min_{var} = boundingBox.max_{var} = 0;', {indent: 4})}
- }
- `;
- return code;
- }
- var generateCreateDragForce = {exports: {}};
- const createPatternBuilder$2 = createPatternBuilder$6;
- generateCreateDragForce.exports = generateCreateDragForceFunction$1;
- generateCreateDragForce.exports.generateCreateDragForceFunctionBody = generateCreateDragForceFunctionBody;
- function generateCreateDragForceFunction$1(dimension) {
- let code = generateCreateDragForceFunctionBody(dimension);
- return new Function('options', code);
- }
- function generateCreateDragForceFunctionBody(dimension) {
- let pattern = createPatternBuilder$2(dimension);
- let code = `
- if (!Number.isFinite(options.dragCoefficient)) throw new Error('dragCoefficient is not a finite number');
- return {
- update: function(body) {
- ${pattern('body.force.{var} -= options.dragCoefficient * body.velocity.{var};', {indent: 6})}
- }
- };
- `;
- return code;
- }
- var generateCreateSpringForce = {exports: {}};
- const createPatternBuilder$1 = createPatternBuilder$6;
- generateCreateSpringForce.exports = generateCreateSpringForceFunction$1;
- generateCreateSpringForce.exports.generateCreateSpringForceFunctionBody = generateCreateSpringForceFunctionBody;
- function generateCreateSpringForceFunction$1(dimension) {
- let code = generateCreateSpringForceFunctionBody(dimension);
- return new Function('options', 'random', code);
- }
- function generateCreateSpringForceFunctionBody(dimension) {
- let pattern = createPatternBuilder$1(dimension);
- let code = `
- if (!Number.isFinite(options.springCoefficient)) throw new Error('Spring coefficient is not a number');
- if (!Number.isFinite(options.springLength)) throw new Error('Spring length is not a number');
- return {
- /**
- * Updates forces acting on a spring
- */
- update: function (spring) {
- var body1 = spring.from;
- var body2 = spring.to;
- var length = spring.length < 0 ? options.springLength : spring.length;
- ${pattern('var d{var} = body2.pos.{var} - body1.pos.{var};', {indent: 6})}
- var r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
- if (r === 0) {
- ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 8})}
- r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
- }
- var d = r - length;
- var coefficient = ((spring.coefficient > 0) ? spring.coefficient : options.springCoefficient) * d / r;
- ${pattern('body1.force.{var} += coefficient * d{var}', {indent: 6})};
- body1.springCount += 1;
- body1.springLength += r;
- ${pattern('body2.force.{var} -= coefficient * d{var}', {indent: 6})};
- body2.springCount += 1;
- body2.springLength += r;
- }
- };
- `;
- return code;
- }
- var generateIntegrator = {exports: {}};
- const createPatternBuilder = createPatternBuilder$6;
- generateIntegrator.exports = generateIntegratorFunction$1;
- generateIntegrator.exports.generateIntegratorFunctionBody = generateIntegratorFunctionBody;
- function generateIntegratorFunction$1(dimension) {
- let code = generateIntegratorFunctionBody(dimension);
- return new Function('bodies', 'timeStep', 'adaptiveTimeStepWeight', code);
- }
- function generateIntegratorFunctionBody(dimension) {
- let pattern = createPatternBuilder(dimension);
- let code = `
- var length = bodies.length;
- if (length === 0) return 0;
- ${pattern('var d{var} = 0, t{var} = 0;', {indent: 2})}
- for (var i = 0; i < length; ++i) {
- var body = bodies[i];
- if (body.isPinned) continue;
- if (adaptiveTimeStepWeight && body.springCount) {
- timeStep = (adaptiveTimeStepWeight * body.springLength/body.springCount);
- }
- var coeff = timeStep / body.mass;
- ${pattern('body.velocity.{var} += coeff * body.force.{var};', {indent: 4})}
- ${pattern('var v{var} = body.velocity.{var};', {indent: 4})}
- var v = Math.sqrt(${pattern('v{var} * v{var}', {join: ' + '})});
- if (v > 1) {
- // We normalize it so that we move within timeStep range.
- // for the case when v <= 1 - we let velocity to fade out.
- ${pattern('body.velocity.{var} = v{var} / v;', {indent: 6})}
- }
- ${pattern('d{var} = timeStep * body.velocity.{var};', {indent: 4})}
- ${pattern('body.pos.{var} += d{var};', {indent: 4})}
- ${pattern('t{var} += Math.abs(d{var});', {indent: 4})}
- }
- return (${pattern('t{var} * t{var}', {join: ' + '})})/length;
- `;
- return code;
- }
- var spring = Spring;
- /**
- * Represents a physical spring. Spring connects two bodies, has rest length
- * stiffness coefficient and optional weight
- */
- function Spring(fromBody, toBody, length, springCoefficient) {
- this.from = fromBody;
- this.to = toBody;
- this.length = length;
- this.coefficient = springCoefficient;
- }
- var ngraph_merge = merge;
- /**
- * Augments `target` with properties in `options`. Does not override
- * target's properties if they are defined and matches expected type in
- * options
- *
- * @returns {Object} merged object
- */
- function merge(target, options) {
- var key;
- if (!target) { target = {}; }
- if (options) {
- for (key in options) {
- if (options.hasOwnProperty(key)) {
- var targetHasIt = target.hasOwnProperty(key),
- optionsValueType = typeof options[key],
- shouldReplace = !targetHasIt || (typeof target[key] !== optionsValueType);
- if (shouldReplace) {
- target[key] = options[key];
- } else if (optionsValueType === 'object') {
- // go deep, don't care about loops here, we are simple API!:
- target[key] = merge(target[key], options[key]);
- }
- }
- }
- }
- return target;
- }
- var ngraph_random = {exports: {}};
- ngraph_random.exports = random;
- // TODO: Deprecate?
- ngraph_random.exports.random = random,
- ngraph_random.exports.randomIterator = randomIterator;
- /**
- * Creates seeded PRNG with two methods:
- * next() and nextDouble()
- */
- function random(inputSeed) {
- var seed = typeof inputSeed === 'number' ? inputSeed : (+new Date());
- return new Generator(seed)
- }
- function Generator(seed) {
- this.seed = seed;
- }
- /**
- * Generates random integer number in the range from 0 (inclusive) to maxValue (exclusive)
- *
- * @param maxValue Number REQUIRED. Omitting this number will result in NaN values from PRNG.
- */
- Generator.prototype.next = next;
- /**
- * Generates random double number in the range from 0 (inclusive) to 1 (exclusive)
- * This function is the same as Math.random() (except that it could be seeded)
- */
- Generator.prototype.nextDouble = nextDouble;
- /**
- * Returns a random real number from uniform distribution in [0, 1)
- */
- Generator.prototype.uniform = nextDouble;
- /**
- * Returns a random real number from a Gaussian distribution
- * with 0 as a mean, and 1 as standard deviation u ~ N(0,1)
- */
- Generator.prototype.gaussian = gaussian;
- function gaussian() {
- // use the polar form of the Box-Muller transform
- // based on https://introcs.cs.princeton.edu/java/23recursion/StdRandom.java
- var r, x, y;
- do {
- x = this.nextDouble() * 2 - 1;
- y = this.nextDouble() * 2 - 1;
- r = x * x + y * y;
- } while (r >= 1 || r === 0);
- return x * Math.sqrt(-2 * Math.log(r)/r);
- }
- /**
- * See https://twitter.com/anvaka/status/1296182534150135808
- */
- Generator.prototype.levy = levy;
- function levy() {
- var beta = 3 / 2;
- var sigma = Math.pow(
- gamma( 1 + beta ) * Math.sin(Math.PI * beta / 2) /
- (gamma((1 + beta) / 2) * beta * Math.pow(2, (beta - 1) / 2)),
- 1/beta
- );
- return this.gaussian() * sigma / Math.pow(Math.abs(this.gaussian()), 1/beta);
- }
- // gamma function approximation
- function gamma(z) {
- return Math.sqrt(2 * Math.PI / z) * Math.pow((1 / Math.E) * (z + 1 / (12 * z - 1 / (10 * z))), z);
- }
- function nextDouble() {
- var seed = this.seed;
- // Robert Jenkins' 32 bit integer hash function.
- seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff;
- seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff;
- seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff;
- seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff;
- seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff;
- seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff;
- this.seed = seed;
- return (seed & 0xfffffff) / 0x10000000;
- }
- function next(maxValue) {
- return Math.floor(this.nextDouble() * maxValue);
- }
- /*
- * Creates iterator over array, which returns items of array in random order
- * Time complexity is guaranteed to be O(n);
- */
- function randomIterator(array, customRandom) {
- var localRandom = customRandom || random();
- if (typeof localRandom.next !== 'function') {
- throw new Error('customRandom does not match expected API: next() function is missing');
- }
- return {
- forEach: forEach,
- /**
- * Shuffles array randomly, in place.
- */
- shuffle: shuffle
- };
- function shuffle() {
- var i, j, t;
- for (i = array.length - 1; i > 0; --i) {
- j = localRandom.next(i + 1); // i inclusive
- t = array[j];
- array[j] = array[i];
- array[i] = t;
- }
- return array;
- }
- function forEach(callback) {
- var i, j, t;
- for (i = array.length - 1; i > 0; --i) {
- j = localRandom.next(i + 1); // i inclusive
- t = array[j];
- array[j] = array[i];
- array[i] = t;
- callback(t);
- }
- if (array.length) {
- callback(array[0]);
- }
- }
- }
- /**
- * Manages a simulation of physical forces acting on bodies and springs.
- */
- var createPhysicsSimulator_1 = createPhysicsSimulator;
- var generateCreateBodyFunction = generateCreateBody.exports;
- var generateQuadTreeFunction = generateQuadTree.exports;
- var generateBoundsFunction = generateBounds.exports;
- var generateCreateDragForceFunction = generateCreateDragForce.exports;
- var generateCreateSpringForceFunction = generateCreateSpringForce.exports;
- var generateIntegratorFunction = generateIntegrator.exports;
- var dimensionalCache = {};
- function createPhysicsSimulator(settings) {
- var Spring = spring;
- var merge = ngraph_merge;
- var eventify = ngraph_events;
- if (settings) {
- // Check for names from older versions of the layout
- if (settings.springCoeff !== undefined) throw new Error('springCoeff was renamed to springCoefficient');
- if (settings.dragCoeff !== undefined) throw new Error('dragCoeff was renamed to dragCoefficient');
- }
- settings = merge(settings, {
- /**
- * Ideal length for links (springs in physical model).
- */
- springLength: 10,
- /**
- * Hook's law coefficient. 1 - solid spring.
- */
- springCoefficient: 0.8,
- /**
- * Coulomb's law coefficient. It's used to repel nodes thus should be negative
- * if you make it positive nodes start attract each other :).
- */
- gravity: -12,
- /**
- * Theta coefficient from Barnes Hut simulation. Ranged between (0, 1).
- * The closer it's to 1 the more nodes algorithm will have to go through.
- * Setting it to one makes Barnes Hut simulation no different from
- * brute-force forces calculation (each node is considered).
- */
- theta: 0.8,
- /**
- * Drag force coefficient. Used to slow down system, thus should be less than 1.
- * The closer it is to 0 the less tight system will be.
- */
- dragCoefficient: 0.9, // TODO: Need to rename this to something better. E.g. `dragCoefficient`
- /**
- * Default time step (dt) for forces integration
- */
- timeStep : 0.5,
- /**
- * Adaptive time step uses average spring length to compute actual time step:
- * See: https://twitter.com/anvaka/status/1293067160755957760
- */
- adaptiveTimeStepWeight: 0,
- /**
- * This parameter defines number of dimensions of the space where simulation
- * is performed.
- */
- dimensions: 2,
- /**
- * In debug mode more checks are performed, this will help you catch errors
- * quickly, however for production build it is recommended to turn off this flag
- * to speed up computation.
- */
- debug: false
- });
- var factory = dimensionalCache[settings.dimensions];
- if (!factory) {
- var dimensions = settings.dimensions;
- factory = {
- Body: generateCreateBodyFunction(dimensions, settings.debug),
- createQuadTree: generateQuadTreeFunction(dimensions),
- createBounds: generateBoundsFunction(dimensions),
- createDragForce: generateCreateDragForceFunction(dimensions),
- createSpringForce: generateCreateSpringForceFunction(dimensions),
- integrate: generateIntegratorFunction(dimensions),
- };
- dimensionalCache[dimensions] = factory;
- }
- var Body = factory.Body;
- var createQuadTree = factory.createQuadTree;
- var createBounds = factory.createBounds;
- var createDragForce = factory.createDragForce;
- var createSpringForce = factory.createSpringForce;
- var integrate = factory.integrate;
- var createBody = pos => new Body(pos);
- var random = ngraph_random.exports.random(42);
- var bodies = []; // Bodies in this simulation.
- var springs = []; // Springs in this simulation.
- var quadTree = createQuadTree(settings, random);
- var bounds = createBounds(bodies, settings, random);
- var springForce = createSpringForce(settings, random);
- var dragForce = createDragForce(settings);
- var totalMovement = 0; // how much movement we made on last step
- var forces = [];
- var forceMap = new Map();
- var iterationNumber = 0;
-
- addForce('nbody', nbodyForce);
- addForce('spring', updateSpringForce);
- var publicApi = {
- /**
- * Array of bodies, registered with current simulator
- *
- * Note: To add new body, use addBody() method. This property is only
- * exposed for testing/performance purposes.
- */
- bodies: bodies,
-
- quadTree: quadTree,
- /**
- * Array of springs, registered with current simulator
- *
- * Note: To add new spring, use addSpring() method. This property is only
- * exposed for testing/performance purposes.
- */
- springs: springs,
- /**
- * Returns settings with which current simulator was initialized
- */
- settings: settings,
- /**
- * Adds a new force to simulation
- */
- addForce: addForce,
-
- /**
- * Removes a force from the simulation.
- */
- removeForce: removeForce,
- /**
- * Returns a map of all registered forces.
- */
- getForces: getForces,
- /**
- * Performs one step of force simulation.
- *
- * @returns {boolean} true if system is considered stable; False otherwise.
- */
- step: function () {
- for (var i = 0; i < forces.length; ++i) {
- forces[i](iterationNumber);
- }
- var movement = integrate(bodies, settings.timeStep, settings.adaptiveTimeStepWeight);
- iterationNumber += 1;
- return movement;
- },
- /**
- * Adds body to the system
- *
- * @param {ngraph.physics.primitives.Body} body physical body
- *
- * @returns {ngraph.physics.primitives.Body} added body
- */
- addBody: function (body) {
- if (!body) {
- throw new Error('Body is required');
- }
- bodies.push(body);
- return body;
- },
- /**
- * Adds body to the system at given position
- *
- * @param {Object} pos position of a body
- *
- * @returns {ngraph.physics.primitives.Body} added body
- */
- addBodyAt: function (pos) {
- if (!pos) {
- throw new Error('Body position is required');
- }
- var body = createBody(pos);
- bodies.push(body);
- return body;
- },
- /**
- * Removes body from the system
- *
- * @param {ngraph.physics.primitives.Body} body to remove
- *
- * @returns {Boolean} true if body found and removed. falsy otherwise;
- */
- removeBody: function (body) {
- if (!body) { return; }
- var idx = bodies.indexOf(body);
- if (idx < 0) { return; }
- bodies.splice(idx, 1);
- if (bodies.length === 0) {
- bounds.reset();
- }
- return true;
- },
- /**
- * Adds a spring to this simulation.
- *
- * @returns {Object} - a handle for a spring. If you want to later remove
- * spring pass it to removeSpring() method.
- */
- addSpring: function (body1, body2, springLength, springCoefficient) {
- if (!body1 || !body2) {
- throw new Error('Cannot add null spring to force simulator');
- }
- if (typeof springLength !== 'number') {
- springLength = -1; // assume global configuration
- }
- var spring = new Spring(body1, body2, springLength, springCoefficient >= 0 ? springCoefficient : -1);
- springs.push(spring);
- // TODO: could mark simulator as dirty.
- return spring;
- },
- /**
- * Returns amount of movement performed on last step() call
- */
- getTotalMovement: function () {
- return totalMovement;
- },
- /**
- * Removes spring from the system
- *
- * @param {Object} spring to remove. Spring is an object returned by addSpring
- *
- * @returns {Boolean} true if spring found and removed. falsy otherwise;
- */
- removeSpring: function (spring) {
- if (!spring) { return; }
- var idx = springs.indexOf(spring);
- if (idx > -1) {
- springs.splice(idx, 1);
- return true;
- }
- },
- getBestNewBodyPosition: function (neighbors) {
- return bounds.getBestNewPosition(neighbors);
- },
- /**
- * Returns bounding box which covers all bodies
- */
- getBBox: getBoundingBox,
- getBoundingBox: getBoundingBox,
- invalidateBBox: function () {
- console.warn('invalidateBBox() is deprecated, bounds always recomputed on `getBBox()` call');
- },
- // TODO: Move the force specific stuff to force
- gravity: function (value) {
- if (value !== undefined) {
- settings.gravity = value;
- quadTree.options({gravity: value});
- return this;
- } else {
- return settings.gravity;
- }
- },
- theta: function (value) {
- if (value !== undefined) {
- settings.theta = value;
- quadTree.options({theta: value});
- return this;
- } else {
- return settings.theta;
- }
- },
- /**
- * Returns pseudo-random number generator instance.
- */
- random: random
- };
- // allow settings modification via public API:
- expose(settings, publicApi);
- eventify(publicApi);
- return publicApi;
- function getBoundingBox() {
- bounds.update();
- return bounds.box;
- }
- function addForce(forceName, forceFunction) {
- if (forceMap.has(forceName)) throw new Error('Force ' + forceName + ' is already added');
- forceMap.set(forceName, forceFunction);
- forces.push(forceFunction);
- }
- function removeForce(forceName) {
- var forceIndex = forces.indexOf(forceMap.get(forceName));
- if (forceIndex < 0) return;
- forces.splice(forceIndex, 1);
- forceMap.delete(forceName);
- }
- function getForces() {
- // TODO: Should I trust them or clone the forces?
- return forceMap;
- }
- function nbodyForce(/* iterationUmber */) {
- if (bodies.length === 0) return;
- quadTree.insertBodies(bodies);
- var i = bodies.length;
- while (i--) {
- var body = bodies[i];
- if (!body.isPinned) {
- body.reset();
- quadTree.updateBodyForce(body);
- dragForce.update(body);
- }
- }
- }
- function updateSpringForce() {
- var i = springs.length;
- while (i--) {
- springForce.update(springs[i]);
- }
- }
- }
- function expose(settings, target) {
- for (var key in settings) {
- augment(settings, target, key);
- }
- }
- function augment(source, target, key) {
- if (!source.hasOwnProperty(key)) return;
- if (typeof target[key] === 'function') {
- // this accessor is already defined. Ignore it
- return;
- }
- var sourceIsNumber = Number.isFinite(source[key]);
- if (sourceIsNumber) {
- target[key] = function (value) {
- if (value !== undefined) {
- if (!Number.isFinite(value)) throw new Error('Value of ' + key + ' should be a valid number.');
- source[key] = value;
- return target;
- }
- return source[key];
- };
- } else {
- target[key] = function (value) {
- if (value !== undefined) {
- source[key] = value;
- return target;
- }
- return source[key];
- };
- }
- }
- ngraph_forcelayout.exports = createLayout;
- ngraph_forcelayout.exports.simulator = createPhysicsSimulator_1;
- var eventify = ngraph_events;
- /**
- * Creates force based layout for a given graph.
- *
- * @param {ngraph.graph} graph which needs to be laid out
- * @param {object} physicsSettings if you need custom settings
- * for physics simulator you can pass your own settings here. If it's not passed
- * a default one will be created.
- */
- function createLayout(graph, physicsSettings) {
- if (!graph) {
- throw new Error('Graph structure cannot be undefined');
- }
- var createSimulator = (physicsSettings && physicsSettings.createSimulator) || createPhysicsSimulator_1;
- var physicsSimulator = createSimulator(physicsSettings);
- if (Array.isArray(physicsSettings)) throw new Error('Physics settings is expected to be an object');
- var nodeMass = defaultNodeMass;
- if (physicsSettings && typeof physicsSettings.nodeMass === 'function') {
- nodeMass = physicsSettings.nodeMass;
- }
- var nodeBodies = new Map();
- var springs = {};
- var bodiesCount = 0;
- var springTransform = physicsSimulator.settings.springTransform || noop;
- // Initialize physics with what we have in the graph:
- initPhysics();
- listenToEvents();
- var wasStable = false;
- var api = {
- /**
- * Performs one step of iterative layout algorithm
- *
- * @returns {boolean} true if the system should be considered stable; False otherwise.
- * The system is stable if no further call to `step()` can improve the layout.
- */
- step: function() {
- if (bodiesCount === 0) {
- updateStableStatus(true);
- return true;
- }
- var lastMove = physicsSimulator.step();
- // Save the movement in case if someone wants to query it in the step
- // callback.
- api.lastMove = lastMove;
- // Allow listeners to perform low-level actions after nodes are updated.
- api.fire('step');
- var ratio = lastMove/bodiesCount;
- var isStableNow = ratio <= 0.01; // TODO: The number is somewhat arbitrary...
- updateStableStatus(isStableNow);
- return isStableNow;
- },
- /**
- * For a given `nodeId` returns position
- */
- getNodePosition: function (nodeId) {
- return getInitializedBody(nodeId).pos;
- },
- /**
- * Sets position of a node to a given coordinates
- * @param {string} nodeId node identifier
- * @param {number} x position of a node
- * @param {number} y position of a node
- * @param {number=} z position of node (only if applicable to body)
- */
- setNodePosition: function (nodeId) {
- var body = getInitializedBody(nodeId);
- body.setPosition.apply(body, Array.prototype.slice.call(arguments, 1));
- },
- /**
- * @returns {Object} Link position by link id
- * @returns {Object.from} {x, y} coordinates of link start
- * @returns {Object.to} {x, y} coordinates of link end
- */
- getLinkPosition: function (linkId) {
- var spring = springs[linkId];
- if (spring) {
- return {
- from: spring.from.pos,
- to: spring.to.pos
- };
- }
- },
- /**
- * @returns {Object} area required to fit in the graph. Object contains
- * `x1`, `y1` - top left coordinates
- * `x2`, `y2` - bottom right coordinates
- */
- getGraphRect: function () {
- return physicsSimulator.getBBox();
- },
- /**
- * Iterates over each body in the layout simulator and performs a callback(body, nodeId)
- */
- forEachBody: forEachBody,
- /*
- * Requests layout algorithm to pin/unpin node to its current position
- * Pinned nodes should not be affected by layout algorithm and always
- * remain at their position
- */
- pinNode: function (node, isPinned) {
- var body = getInitializedBody(node.id);
- body.isPinned = !!isPinned;
- },
- /**
- * Checks whether given graph's node is currently pinned
- */
- isNodePinned: function (node) {
- return getInitializedBody(node.id).isPinned;
- },
- /**
- * Request to release all resources
- */
- dispose: function() {
- graph.off('changed', onGraphChanged);
- api.fire('disposed');
- },
- /**
- * Gets physical body for a given node id. If node is not found undefined
- * value is returned.
- */
- getBody: getBody,
- /**
- * Gets spring for a given edge.
- *
- * @param {string} linkId link identifer. If two arguments are passed then
- * this argument is treated as formNodeId
- * @param {string=} toId when defined this parameter denotes head of the link
- * and first argument is treated as tail of the link (fromId)
- */
- getSpring: getSpring,
- /**
- * Returns length of cumulative force vector. The closer this to zero - the more stable the system is
- */
- getForceVectorLength: getForceVectorLength,
- /**
- * [Read only] Gets current physics simulator
- */
- simulator: physicsSimulator,
- /**
- * Gets the graph that was used for layout
- */
- graph: graph,
- /**
- * Gets amount of movement performed during last step operation
- */
- lastMove: 0
- };
- eventify(api);
- return api;
- function updateStableStatus(isStableNow) {
- if (wasStable !== isStableNow) {
- wasStable = isStableNow;
- onStableChanged(isStableNow);
- }
- }
- function forEachBody(cb) {
- nodeBodies.forEach(cb);
- }
- function getForceVectorLength() {
- var fx = 0, fy = 0;
- forEachBody(function(body) {
- fx += Math.abs(body.force.x);
- fy += Math.abs(body.force.y);
- });
- return Math.sqrt(fx * fx + fy * fy);
- }
- function getSpring(fromId, toId) {
- var linkId;
- if (toId === undefined) {
- if (typeof fromId !== 'object') {
- // assume fromId as a linkId:
- linkId = fromId;
- } else {
- // assume fromId to be a link object:
- linkId = fromId.id;
- }
- } else {
- // toId is defined, should grab link:
- var link = graph.hasLink(fromId, toId);
- if (!link) return;
- linkId = link.id;
- }
- return springs[linkId];
- }
- function getBody(nodeId) {
- return nodeBodies.get(nodeId);
- }
- function listenToEvents() {
- graph.on('changed', onGraphChanged);
- }
- function onStableChanged(isStable) {
- api.fire('stable', isStable);
- }
- function onGraphChanged(changes) {
- for (var i = 0; i < changes.length; ++i) {
- var change = changes[i];
- if (change.changeType === 'add') {
- if (change.node) {
- initBody(change.node.id);
- }
- if (change.link) {
- initLink(change.link);
- }
- } else if (change.changeType === 'remove') {
- if (change.node) {
- releaseNode(change.node);
- }
- if (change.link) {
- releaseLink(change.link);
- }
- }
- }
- bodiesCount = graph.getNodesCount();
- }
- function initPhysics() {
- bodiesCount = 0;
- graph.forEachNode(function (node) {
- initBody(node.id);
- bodiesCount += 1;
- });
- graph.forEachLink(initLink);
- }
- function initBody(nodeId) {
- var body = nodeBodies.get(nodeId);
- if (!body) {
- var node = graph.getNode(nodeId);
- if (!node) {
- throw new Error('initBody() was called with unknown node id');
- }
- var pos = node.position;
- if (!pos) {
- var neighbors = getNeighborBodies(node);
- pos = physicsSimulator.getBestNewBodyPosition(neighbors);
- }
- body = physicsSimulator.addBodyAt(pos);
- body.id = nodeId;
- nodeBodies.set(nodeId, body);
- updateBodyMass(nodeId);
- if (isNodeOriginallyPinned(node)) {
- body.isPinned = true;
- }
- }
- }
- function releaseNode(node) {
- var nodeId = node.id;
- var body = nodeBodies.get(nodeId);
- if (body) {
- nodeBodies.delete(nodeId);
- physicsSimulator.removeBody(body);
- }
- }
- function initLink(link) {
- updateBodyMass(link.fromId);
- updateBodyMass(link.toId);
- var fromBody = nodeBodies.get(link.fromId),
- toBody = nodeBodies.get(link.toId),
- spring = physicsSimulator.addSpring(fromBody, toBody, link.length);
- springTransform(link, spring);
- springs[link.id] = spring;
- }
- function releaseLink(link) {
- var spring = springs[link.id];
- if (spring) {
- var from = graph.getNode(link.fromId),
- to = graph.getNode(link.toId);
- if (from) updateBodyMass(from.id);
- if (to) updateBodyMass(to.id);
- delete springs[link.id];
- physicsSimulator.removeSpring(spring);
- }
- }
- function getNeighborBodies(node) {
- // TODO: Could probably be done better on memory
- var neighbors = [];
- if (!node.links) {
- return neighbors;
- }
- var maxNeighbors = Math.min(node.links.length, 2);
- for (var i = 0; i < maxNeighbors; ++i) {
- var link = node.links[i];
- var otherBody = link.fromId !== node.id ? nodeBodies.get(link.fromId) : nodeBodies.get(link.toId);
- if (otherBody && otherBody.pos) {
- neighbors.push(otherBody);
- }
- }
- return neighbors;
- }
- function updateBodyMass(nodeId) {
- var body = nodeBodies.get(nodeId);
- body.mass = nodeMass(nodeId);
- if (Number.isNaN(body.mass)) {
- throw new Error('Node mass should be a number');
- }
- }
- /**
- * Checks whether graph node has in its settings pinned attribute,
- * which means layout algorithm cannot move it. Node can be marked
- * as pinned, if it has "isPinned" attribute, or when node.data has it.
- *
- * @param {Object} node a graph node to check
- * @return {Boolean} true if node should be treated as pinned; false otherwise.
- */
- function isNodeOriginallyPinned(node) {
- return (node && (node.isPinned || (node.data && node.data.isPinned)));
- }
- function getInitializedBody(nodeId) {
- var body = nodeBodies.get(nodeId);
- if (!body) {
- initBody(nodeId);
- body = nodeBodies.get(nodeId);
- }
- return body;
- }
- /**
- * Calculates mass of a body, which corresponds to node with given id.
- *
- * @param {String|Number} nodeId identifier of a node, for which body mass needs to be calculated
- * @returns {Number} recommended mass of the body;
- */
- function defaultNodeMass(nodeId) {
- var links = graph.getLinks(nodeId);
- if (!links) return 1;
- return 1 + links.length / 3.0;
- }
- }
- function noop() { }
- var forcelayout = ngraph_forcelayout.exports;
- /**
- * Returns a function, that, as long as it continues to be invoked, will not
- * be triggered. The function will be called after it stops being called for
- * N milliseconds. If `immediate` is passed, trigger the function on the
- * leading edge, instead of the trailing. The function also has a property 'clear'
- * that is a function which will clear the timer to prevent previously scheduled executions.
- *
- * @source underscore.js
- * @see http://unscriptable.com/2009/03/20/debouncing-javascript-methods/
- * @param {Function} function to wrap
- * @param {Number} timeout in ms (`100`)
- * @param {Boolean} whether to execute at the beginning (`false`)
- * @api public
- */
- function debounce(func, wait, immediate){
- var timeout, args, context, timestamp, result;
- if (null == wait) wait = 100;
- function later() {
- var last = Date.now() - timestamp;
- if (last < wait && last >= 0) {
- timeout = setTimeout(later, wait - last);
- } else {
- timeout = null;
- if (!immediate) {
- result = func.apply(context, args);
- context = args = null;
- }
- }
- }
- var debounced = function(){
- context = this;
- args = arguments;
- timestamp = Date.now();
- var callNow = immediate && !timeout;
- if (!timeout) timeout = setTimeout(later, wait);
- if (callNow) {
- result = func.apply(context, args);
- context = args = null;
- }
- return result;
- };
- debounced.clear = function() {
- if (timeout) {
- clearTimeout(timeout);
- timeout = null;
- }
- };
-
- debounced.flush = function() {
- if (timeout) {
- result = func.apply(context, args);
- context = args = null;
-
- clearTimeout(timeout);
- timeout = null;
- }
- };
- return debounced;
- }
- // Adds compatibility for ES modules
- debounce.debounce = debounce;
- var debounce_1 = debounce;
- function _classCallCheck$1(instance, Constructor) {
- if (!(instance instanceof Constructor)) {
- throw new TypeError("Cannot call a class as a function");
- }
- }
- function _slicedToArray$4(arr, i) {
- return _arrayWithHoles$4(arr) || _iterableToArrayLimit$4(arr, i) || _unsupportedIterableToArray$4(arr, i) || _nonIterableRest$4();
- }
- function _arrayWithHoles$4(arr) {
- if (Array.isArray(arr)) return arr;
- }
- function _iterableToArrayLimit$4(arr, i) {
- var _i = arr && (typeof Symbol !== "undefined" && arr[Symbol.iterator] || arr["@@iterator"]);
- if (_i == null) return;
- var _arr = [];
- var _n = true;
- var _d = false;
- var _s, _e;
- try {
- for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {
- _arr.push(_s.value);
- if (i && _arr.length === i) break;
- }
- } catch (err) {
- _d = true;
- _e = err;
- } finally {
- try {
- if (!_n && _i["return"] != null) _i["return"]();
- } finally {
- if (_d) throw _e;
- }
- }
- return _arr;
- }
- function _unsupportedIterableToArray$4(o, minLen) {
- if (!o) return;
- if (typeof o === "string") return _arrayLikeToArray$4(o, minLen);
- var n = Object.prototype.toString.call(o).slice(8, -1);
- if (n === "Object" && o.constructor) n = o.constructor.name;
- if (n === "Map" || n === "Set") return Array.from(o);
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$4(o, minLen);
- }
- function _arrayLikeToArray$4(arr, len) {
- if (len == null || len > arr.length) len = arr.length;
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
- return arr2;
- }
- function _nonIterableRest$4() {
- throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- var Prop = function Prop(name, _ref) {
- var _ref$default = _ref["default"],
- defaultVal = _ref$default === void 0 ? null : _ref$default,
- _ref$triggerUpdate = _ref.triggerUpdate,
- triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,
- _ref$onChange = _ref.onChange,
- onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;
- _classCallCheck$1(this, Prop);
- this.name = name;
- this.defaultVal = defaultVal;
- this.triggerUpdate = triggerUpdate;
- this.onChange = onChange;
- };
- function index$2 (_ref2) {
- var _ref2$stateInit = _ref2.stateInit,
- stateInit = _ref2$stateInit === void 0 ? function () {
- return {};
- } : _ref2$stateInit,
- _ref2$props = _ref2.props,
- rawProps = _ref2$props === void 0 ? {} : _ref2$props,
- _ref2$methods = _ref2.methods,
- methods = _ref2$methods === void 0 ? {} : _ref2$methods,
- _ref2$aliases = _ref2.aliases,
- aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,
- _ref2$init = _ref2.init,
- initFn = _ref2$init === void 0 ? function () {} : _ref2$init,
- _ref2$update = _ref2.update,
- updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;
- // Parse props into Prop instances
- var props = Object.keys(rawProps).map(function (propName) {
- return new Prop(propName, rawProps[propName]);
- });
- return function () {
- var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
- // Holds component state
- var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit, // Support plain objects for backwards compatibility
- {
- initialised: false
- }); // keeps track of which props triggered an update
- var changedProps = {}; // Component constructor
- function comp(nodeElement) {
- initStatic(nodeElement, options);
- digest();
- return comp;
- }
- var initStatic = function initStatic(nodeElement, options) {
- initFn.call(comp, nodeElement, state, options);
- state.initialised = true;
- };
- var digest = debounce_1(function () {
- if (!state.initialised) {
- return;
- }
- updateFn.call(comp, state, changedProps);
- changedProps = {};
- }, 1); // Getter/setter methods
- props.forEach(function (prop) {
- comp[prop.name] = getSetProp(prop);
- function getSetProp(_ref3) {
- var prop = _ref3.name,
- _ref3$triggerUpdate = _ref3.triggerUpdate,
- redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,
- _ref3$onChange = _ref3.onChange,
- onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,
- _ref3$defaultVal = _ref3.defaultVal,
- defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;
- return function (_) {
- var curVal = state[prop];
- if (!arguments.length) {
- return curVal;
- } // Getter mode
- var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined
- state[prop] = val;
- onChange.call(comp, val, state, curVal); // track changed props
- !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);
- if (redigest) {
- digest();
- }
- return comp;
- };
- }
- }); // Other methods
- Object.keys(methods).forEach(function (methodName) {
- comp[methodName] = function () {
- var _methods$methodName;
- for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
- args[_key] = arguments[_key];
- }
- return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));
- };
- }); // Link aliases
- Object.entries(aliases).forEach(function (_ref4) {
- var _ref5 = _slicedToArray$4(_ref4, 2),
- alias = _ref5[0],
- target = _ref5[1];
- return comp[alias] = comp[target];
- }); // Reset all component props to their default value
- comp.resetProps = function () {
- props.forEach(function (prop) {
- comp[prop.name](prop.defaultVal);
- });
- return comp;
- }; //
- comp.resetProps(); // Apply all prop defaults
- state._rerender = digest; // Expose digest method
- return comp;
- };
- }
- var index$1 = (function (p) {
- return p instanceof Function ? p // fn
- : typeof p === 'string' ? function (obj) {
- return obj[p];
- } // property name
- : function (obj) {
- return p;
- };
- }); // constant
- class InternMap extends Map {
- constructor(entries, key = keyof) {
- super();
- Object.defineProperties(this, {_intern: {value: new Map()}, _key: {value: key}});
- if (entries != null) for (const [key, value] of entries) this.set(key, value);
- }
- get(key) {
- return super.get(intern_get(this, key));
- }
- has(key) {
- return super.has(intern_get(this, key));
- }
- set(key, value) {
- return super.set(intern_set(this, key), value);
- }
- delete(key) {
- return super.delete(intern_delete(this, key));
- }
- }
- function intern_get({_intern, _key}, value) {
- const key = _key(value);
- return _intern.has(key) ? _intern.get(key) : value;
- }
- function intern_set({_intern, _key}, value) {
- const key = _key(value);
- if (_intern.has(key)) return _intern.get(key);
- _intern.set(key, value);
- return value;
- }
- function intern_delete({_intern, _key}, value) {
- const key = _key(value);
- if (_intern.has(key)) {
- value = _intern.get(value);
- _intern.delete(key);
- }
- return value;
- }
- function keyof(value) {
- return value !== null && typeof value === "object" ? value.valueOf() : value;
- }
- function max(values, valueof) {
- let max;
- if (valueof === undefined) {
- for (const value of values) {
- if (value != null
- && (max < value || (max === undefined && value >= value))) {
- max = value;
- }
- }
- } else {
- let index = -1;
- for (let value of values) {
- if ((value = valueof(value, ++index, values)) != null
- && (max < value || (max === undefined && value >= value))) {
- max = value;
- }
- }
- }
- return max;
- }
- function min(values, valueof) {
- let min;
- if (valueof === undefined) {
- for (const value of values) {
- if (value != null
- && (min > value || (min === undefined && value >= value))) {
- min = value;
- }
- }
- } else {
- let index = -1;
- for (let value of values) {
- if ((value = valueof(value, ++index, values)) != null
- && (min > value || (min === undefined && value >= value))) {
- min = value;
- }
- }
- }
- return min;
- }
- function _objectWithoutPropertiesLoose$2(source, excluded) {
- if (source == null) return {};
- var target = {};
- var sourceKeys = Object.keys(source);
- var key, i;
- for (i = 0; i < sourceKeys.length; i++) {
- key = sourceKeys[i];
- if (excluded.indexOf(key) >= 0) continue;
- target[key] = source[key];
- }
- return target;
- }
- function _objectWithoutProperties$2(source, excluded) {
- if (source == null) return {};
- var target = _objectWithoutPropertiesLoose$2(source, excluded);
- var key, i;
- if (Object.getOwnPropertySymbols) {
- var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
- for (i = 0; i < sourceSymbolKeys.length; i++) {
- key = sourceSymbolKeys[i];
- if (excluded.indexOf(key) >= 0) continue;
- if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
- target[key] = source[key];
- }
- }
- return target;
- }
- function _slicedToArray$3(arr, i) {
- return _arrayWithHoles$3(arr) || _iterableToArrayLimit$3(arr, i) || _unsupportedIterableToArray$3(arr, i) || _nonIterableRest$3();
- }
- function _toConsumableArray$3(arr) {
- return _arrayWithoutHoles$3(arr) || _iterableToArray$3(arr) || _unsupportedIterableToArray$3(arr) || _nonIterableSpread$3();
- }
- function _arrayWithoutHoles$3(arr) {
- if (Array.isArray(arr)) return _arrayLikeToArray$3(arr);
- }
- function _arrayWithHoles$3(arr) {
- if (Array.isArray(arr)) return arr;
- }
- function _iterableToArray$3(iter) {
- if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
- }
- function _iterableToArrayLimit$3(arr, i) {
- var _i = arr && (typeof Symbol !== "undefined" && arr[Symbol.iterator] || arr["@@iterator"]);
- if (_i == null) return;
- var _arr = [];
- var _n = true;
- var _d = false;
- var _s, _e;
- try {
- for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {
- _arr.push(_s.value);
- if (i && _arr.length === i) break;
- }
- } catch (err) {
- _d = true;
- _e = err;
- } finally {
- try {
- if (!_n && _i["return"] != null) _i["return"]();
- } finally {
- if (_d) throw _e;
- }
- }
- return _arr;
- }
- function _unsupportedIterableToArray$3(o, minLen) {
- if (!o) return;
- if (typeof o === "string") return _arrayLikeToArray$3(o, minLen);
- var n = Object.prototype.toString.call(o).slice(8, -1);
- if (n === "Object" && o.constructor) n = o.constructor.name;
- if (n === "Map" || n === "Set") return Array.from(o);
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$3(o, minLen);
- }
- function _arrayLikeToArray$3(arr, len) {
- if (len == null || len > arr.length) len = arr.length;
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
- return arr2;
- }
- function _nonIterableSpread$3() {
- throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- function _nonIterableRest$3() {
- throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- function _toPrimitive(input, hint) {
- if (typeof input !== "object" || input === null) return input;
- var prim = input[Symbol.toPrimitive];
- if (prim !== undefined) {
- var res = prim.call(input, hint || "default");
- if (typeof res !== "object") return res;
- throw new TypeError("@@toPrimitive must return a primitive value.");
- }
- return (hint === "string" ? String : Number)(input);
- }
- function _toPropertyKey(arg) {
- var key = _toPrimitive(arg, "string");
- return typeof key === "symbol" ? key : String(key);
- }
- var index = (function () {
- var list = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];
- var keyAccessors = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
- var multiItem = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
- var flattenKeys = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;
- var keys = (keyAccessors instanceof Array ? keyAccessors.length ? keyAccessors : [undefined] : [keyAccessors]).map(function (key) {
- return {
- keyAccessor: key,
- isProp: !(key instanceof Function)
- };
- });
- var indexedResult = list.reduce(function (res, item) {
- var iterObj = res;
- var itemVal = item;
- keys.forEach(function (_ref, idx) {
- var keyAccessor = _ref.keyAccessor,
- isProp = _ref.isProp;
- var key;
- if (isProp) {
- var _itemVal = itemVal,
- propVal = _itemVal[keyAccessor],
- rest = _objectWithoutProperties$2(_itemVal, [keyAccessor].map(_toPropertyKey));
- key = propVal;
- itemVal = rest;
- } else {
- key = keyAccessor(itemVal, idx);
- }
- if (idx + 1 < keys.length) {
- if (!iterObj.hasOwnProperty(key)) {
- iterObj[key] = {};
- }
- iterObj = iterObj[key];
- } else {
- // Leaf key
- if (multiItem) {
- if (!iterObj.hasOwnProperty(key)) {
- iterObj[key] = [];
- }
- iterObj[key].push(itemVal);
- } else {
- iterObj[key] = itemVal;
- }
- }
- });
- return res;
- }, {});
- if (multiItem instanceof Function) {
- // Reduce leaf multiple values
- (function reduce(node) {
- var level = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
- if (level === keys.length) {
- Object.keys(node).forEach(function (k) {
- return node[k] = multiItem(node[k]);
- });
- } else {
- Object.values(node).forEach(function (child) {
- return reduce(child, level + 1);
- });
- }
- })(indexedResult); // IIFE
- }
- var result = indexedResult;
- if (flattenKeys) {
- // flatten into array
- result = [];
- (function flatten(node) {
- var accKeys = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
- if (accKeys.length === keys.length) {
- result.push({
- keys: accKeys,
- vals: node
- });
- } else {
- Object.entries(node).forEach(function (_ref2) {
- var _ref3 = _slicedToArray$3(_ref2, 2),
- key = _ref3[0],
- val = _ref3[1];
- return flatten(val, [].concat(_toConsumableArray$3(accKeys), [key]));
- });
- }
- })(indexedResult); //IIFE
- if (keyAccessors instanceof Array && keyAccessors.length === 0 && result.length === 1) {
- // clear keys if there's no key accessors (single result)
- result[0].keys = [];
- }
- }
- return result;
- });
- function ownKeys$1(object, enumerableOnly) {
- var keys = Object.keys(object);
- if (Object.getOwnPropertySymbols) {
- var symbols = Object.getOwnPropertySymbols(object);
- if (enumerableOnly) {
- symbols = symbols.filter(function (sym) {
- return Object.getOwnPropertyDescriptor(object, sym).enumerable;
- });
- }
- keys.push.apply(keys, symbols);
- }
- return keys;
- }
- function _objectSpread2$1(target) {
- for (var i = 1; i < arguments.length; i++) {
- var source = arguments[i] != null ? arguments[i] : {};
- if (i % 2) {
- ownKeys$1(Object(source), true).forEach(function (key) {
- _defineProperty$2(target, key, source[key]);
- });
- } else if (Object.getOwnPropertyDescriptors) {
- Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));
- } else {
- ownKeys$1(Object(source)).forEach(function (key) {
- Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));
- });
- }
- }
- return target;
- }
- function _defineProperty$2(obj, key, value) {
- if (key in obj) {
- Object.defineProperty(obj, key, {
- value: value,
- enumerable: true,
- configurable: true,
- writable: true
- });
- } else {
- obj[key] = value;
- }
- return obj;
- }
- function _objectWithoutPropertiesLoose$1(source, excluded) {
- if (source == null) return {};
- var target = {};
- var sourceKeys = Object.keys(source);
- var key, i;
- for (i = 0; i < sourceKeys.length; i++) {
- key = sourceKeys[i];
- if (excluded.indexOf(key) >= 0) continue;
- target[key] = source[key];
- }
- return target;
- }
- function _objectWithoutProperties$1(source, excluded) {
- if (source == null) return {};
- var target = _objectWithoutPropertiesLoose$1(source, excluded);
- var key, i;
- if (Object.getOwnPropertySymbols) {
- var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
- for (i = 0; i < sourceSymbolKeys.length; i++) {
- key = sourceSymbolKeys[i];
- if (excluded.indexOf(key) >= 0) continue;
- if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
- target[key] = source[key];
- }
- }
- return target;
- }
- function _slicedToArray$2(arr, i) {
- return _arrayWithHoles$2(arr) || _iterableToArrayLimit$2(arr, i) || _unsupportedIterableToArray$2(arr, i) || _nonIterableRest$2();
- }
- function _toConsumableArray$2(arr) {
- return _arrayWithoutHoles$2(arr) || _iterableToArray$2(arr) || _unsupportedIterableToArray$2(arr) || _nonIterableSpread$2();
- }
- function _arrayWithoutHoles$2(arr) {
- if (Array.isArray(arr)) return _arrayLikeToArray$2(arr);
- }
- function _arrayWithHoles$2(arr) {
- if (Array.isArray(arr)) return arr;
- }
- function _iterableToArray$2(iter) {
- if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
- }
- function _iterableToArrayLimit$2(arr, i) {
- var _i = arr && (typeof Symbol !== "undefined" && arr[Symbol.iterator] || arr["@@iterator"]);
- if (_i == null) return;
- var _arr = [];
- var _n = true;
- var _d = false;
- var _s, _e;
- try {
- for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {
- _arr.push(_s.value);
- if (i && _arr.length === i) break;
- }
- } catch (err) {
- _d = true;
- _e = err;
- } finally {
- try {
- if (!_n && _i["return"] != null) _i["return"]();
- } finally {
- if (_d) throw _e;
- }
- }
- return _arr;
- }
- function _unsupportedIterableToArray$2(o, minLen) {
- if (!o) return;
- if (typeof o === "string") return _arrayLikeToArray$2(o, minLen);
- var n = Object.prototype.toString.call(o).slice(8, -1);
- if (n === "Object" && o.constructor) n = o.constructor.name;
- if (n === "Map" || n === "Set") return Array.from(o);
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$2(o, minLen);
- }
- function _arrayLikeToArray$2(arr, len) {
- if (len == null || len > arr.length) len = arr.length;
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
- return arr2;
- }
- function _nonIterableSpread$2() {
- throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- function _nonIterableRest$2() {
- throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- function diffArrays(prev, next, idAccessor) {
- var result = {
- enter: [],
- update: [],
- exit: []
- };
- if (!idAccessor) {
- // use object references for comparison
- var prevSet = new Set(prev);
- var nextSet = new Set(next);
- new Set([].concat(_toConsumableArray$2(prevSet), _toConsumableArray$2(nextSet))).forEach(function (item) {
- var type = !prevSet.has(item) ? 'enter' : !nextSet.has(item) ? 'exit' : 'update';
- result[type].push(type === 'update' ? [item, item] : item);
- });
- } else {
- // compare by id (duplicate keys are ignored)
- var prevById = index(prev, idAccessor, false);
- var nextById = index(next, idAccessor, false);
- var byId = Object.assign({}, prevById, nextById);
- Object.entries(byId).forEach(function (_ref) {
- var _ref2 = _slicedToArray$2(_ref, 2),
- id = _ref2[0],
- item = _ref2[1];
- var type = !prevById.hasOwnProperty(id) ? 'enter' : !nextById.hasOwnProperty(id) ? 'exit' : 'update';
- result[type].push(type === 'update' ? [prevById[id], nextById[id]] : item);
- });
- }
- return result;
- }
- function dataBindDiff(data, existingObjs, _ref3) {
- var _ref3$objBindAttr = _ref3.objBindAttr,
- objBindAttr = _ref3$objBindAttr === void 0 ? '__obj' : _ref3$objBindAttr,
- _ref3$dataBindAttr = _ref3.dataBindAttr,
- dataBindAttr = _ref3$dataBindAttr === void 0 ? '__data' : _ref3$dataBindAttr,
- idAccessor = _ref3.idAccessor,
- _ref3$purge = _ref3.purge,
- purge = _ref3$purge === void 0 ? false : _ref3$purge;
- var isObjValid = function isObjValid(obj) {
- return obj.hasOwnProperty(dataBindAttr);
- };
- var removeObjs = existingObjs.filter(function (obj) {
- return !isObjValid(obj);
- });
- var prevD = existingObjs.filter(isObjValid).map(function (obj) {
- return obj[dataBindAttr];
- });
- var nextD = data;
- var diff = purge ? {
- enter: nextD,
- exit: prevD,
- update: []
- } // don't diff data in purge mode
- : diffArrays(prevD, nextD, idAccessor);
- diff.update = diff.update.map(function (_ref4) {
- var _ref5 = _slicedToArray$2(_ref4, 2),
- prevD = _ref5[0],
- nextD = _ref5[1];
- if (prevD !== nextD) {
- // transfer obj to new data point (if different)
- nextD[objBindAttr] = prevD[objBindAttr];
- nextD[objBindAttr][dataBindAttr] = nextD;
- }
- return nextD;
- });
- diff.exit = diff.exit.concat(removeObjs.map(function (obj) {
- return _defineProperty$2({}, objBindAttr, obj);
- }));
- return diff;
- }
- function viewDigest(data, existingObjs, // list
- appendObj, // item => {...} function
- removeObj, // item => {...} function
- _ref7) {
- var _ref7$createObj = _ref7.createObj,
- createObj = _ref7$createObj === void 0 ? function (d) {
- return {};
- } : _ref7$createObj,
- _ref7$updateObj = _ref7.updateObj,
- updateObj = _ref7$updateObj === void 0 ? function (obj, d) {} : _ref7$updateObj,
- _ref7$exitObj = _ref7.exitObj,
- exitObj = _ref7$exitObj === void 0 ? function (obj) {} : _ref7$exitObj,
- _ref7$objBindAttr = _ref7.objBindAttr,
- objBindAttr = _ref7$objBindAttr === void 0 ? '__obj' : _ref7$objBindAttr,
- _ref7$dataBindAttr = _ref7.dataBindAttr,
- dataBindAttr = _ref7$dataBindAttr === void 0 ? '__data' : _ref7$dataBindAttr,
- dataDiffOptions = _objectWithoutProperties$1(_ref7, ["createObj", "updateObj", "exitObj", "objBindAttr", "dataBindAttr"]);
- var _dataBindDiff = dataBindDiff(data, existingObjs, _objectSpread2$1({
- objBindAttr: objBindAttr,
- dataBindAttr: dataBindAttr
- }, dataDiffOptions)),
- enter = _dataBindDiff.enter,
- update = _dataBindDiff.update,
- exit = _dataBindDiff.exit; // Remove exiting points
- exit.forEach(function (d) {
- var obj = d[objBindAttr];
- delete d[objBindAttr]; // unbind obj
- exitObj(obj);
- removeObj(obj);
- });
- var newObjs = createObjs(enter);
- var pointsData = [].concat(_toConsumableArray$2(enter), _toConsumableArray$2(update));
- updateObjs(pointsData); // Add new points
- newObjs.forEach(appendObj); //
- function createObjs(data) {
- var newObjs = [];
- data.forEach(function (d) {
- var obj = createObj(d);
- if (obj) {
- obj[dataBindAttr] = d;
- d[objBindAttr] = obj;
- newObjs.push(obj);
- }
- });
- return newObjs;
- }
- function updateObjs(data) {
- data.forEach(function (d) {
- var obj = d[objBindAttr];
- if (obj) {
- obj[dataBindAttr] = d;
- updateObj(obj, d);
- }
- });
- }
- }
- function initRange(domain, range) {
- switch (arguments.length) {
- case 0: break;
- case 1: this.range(domain); break;
- default: this.range(range).domain(domain); break;
- }
- return this;
- }
- const implicit = Symbol("implicit");
- function ordinal() {
- var index = new InternMap(),
- domain = [],
- range = [],
- unknown = implicit;
- function scale(d) {
- let i = index.get(d);
- if (i === undefined) {
- if (unknown !== implicit) return unknown;
- index.set(d, i = domain.push(d) - 1);
- }
- return range[i % range.length];
- }
- scale.domain = function(_) {
- if (!arguments.length) return domain.slice();
- domain = [], index = new InternMap();
- for (const value of _) {
- if (index.has(value)) continue;
- index.set(value, domain.push(value) - 1);
- }
- return scale;
- };
- scale.range = function(_) {
- return arguments.length ? (range = Array.from(_), scale) : range.slice();
- };
- scale.unknown = function(_) {
- return arguments.length ? (unknown = _, scale) : unknown;
- };
- scale.copy = function() {
- return ordinal(domain, range).unknown(unknown);
- };
- initRange.apply(scale, arguments);
- return scale;
- }
- function colors(specifier) {
- var n = specifier.length / 6 | 0, colors = new Array(n), i = 0;
- while (i < n) colors[i] = "#" + specifier.slice(i * 6, ++i * 6);
- return colors;
- }
- var schemePaired = colors("a6cee31f78b4b2df8a33a02cfb9a99e31a1cfdbf6fff7f00cab2d66a3d9affff99b15928");
- var tinycolor = {exports: {}};
- (function (module) {
- // TinyColor v1.4.2
- // https://github.com/bgrins/TinyColor
- // Brian Grinstead, MIT License
- (function(Math) {
- var trimLeft = /^\s+/,
- trimRight = /\s+$/,
- tinyCounter = 0,
- mathRound = Math.round,
- mathMin = Math.min,
- mathMax = Math.max,
- mathRandom = Math.random;
- function tinycolor (color, opts) {
- color = (color) ? color : '';
- opts = opts || { };
- // If input is already a tinycolor, return itself
- if (color instanceof tinycolor) {
- return color;
- }
- // If we are called as a function, call using new instead
- if (!(this instanceof tinycolor)) {
- return new tinycolor(color, opts);
- }
- var rgb = inputToRGB(color);
- this._originalInput = color,
- this._r = rgb.r,
- this._g = rgb.g,
- this._b = rgb.b,
- this._a = rgb.a,
- this._roundA = mathRound(100*this._a) / 100,
- this._format = opts.format || rgb.format;
- this._gradientType = opts.gradientType;
- // Don't let the range of [0,255] come back in [0,1].
- // Potentially lose a little bit of precision here, but will fix issues where
- // .5 gets interpreted as half of the total, instead of half of 1
- // If it was supposed to be 128, this was already taken care of by `inputToRgb`
- if (this._r < 1) { this._r = mathRound(this._r); }
- if (this._g < 1) { this._g = mathRound(this._g); }
- if (this._b < 1) { this._b = mathRound(this._b); }
- this._ok = rgb.ok;
- this._tc_id = tinyCounter++;
- }
- tinycolor.prototype = {
- isDark: function() {
- return this.getBrightness() < 128;
- },
- isLight: function() {
- return !this.isDark();
- },
- isValid: function() {
- return this._ok;
- },
- getOriginalInput: function() {
- return this._originalInput;
- },
- getFormat: function() {
- return this._format;
- },
- getAlpha: function() {
- return this._a;
- },
- getBrightness: function() {
- //http://www.w3.org/TR/AERT#color-contrast
- var rgb = this.toRgb();
- return (rgb.r * 299 + rgb.g * 587 + rgb.b * 114) / 1000;
- },
- getLuminance: function() {
- //http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
- var rgb = this.toRgb();
- var RsRGB, GsRGB, BsRGB, R, G, B;
- RsRGB = rgb.r/255;
- GsRGB = rgb.g/255;
- BsRGB = rgb.b/255;
- if (RsRGB <= 0.03928) {R = RsRGB / 12.92;} else {R = Math.pow(((RsRGB + 0.055) / 1.055), 2.4);}
- if (GsRGB <= 0.03928) {G = GsRGB / 12.92;} else {G = Math.pow(((GsRGB + 0.055) / 1.055), 2.4);}
- if (BsRGB <= 0.03928) {B = BsRGB / 12.92;} else {B = Math.pow(((BsRGB + 0.055) / 1.055), 2.4);}
- return (0.2126 * R) + (0.7152 * G) + (0.0722 * B);
- },
- setAlpha: function(value) {
- this._a = boundAlpha(value);
- this._roundA = mathRound(100*this._a) / 100;
- return this;
- },
- toHsv: function() {
- var hsv = rgbToHsv(this._r, this._g, this._b);
- return { h: hsv.h * 360, s: hsv.s, v: hsv.v, a: this._a };
- },
- toHsvString: function() {
- var hsv = rgbToHsv(this._r, this._g, this._b);
- var h = mathRound(hsv.h * 360), s = mathRound(hsv.s * 100), v = mathRound(hsv.v * 100);
- return (this._a == 1) ?
- "hsv(" + h + ", " + s + "%, " + v + "%)" :
- "hsva(" + h + ", " + s + "%, " + v + "%, "+ this._roundA + ")";
- },
- toHsl: function() {
- var hsl = rgbToHsl(this._r, this._g, this._b);
- return { h: hsl.h * 360, s: hsl.s, l: hsl.l, a: this._a };
- },
- toHslString: function() {
- var hsl = rgbToHsl(this._r, this._g, this._b);
- var h = mathRound(hsl.h * 360), s = mathRound(hsl.s * 100), l = mathRound(hsl.l * 100);
- return (this._a == 1) ?
- "hsl(" + h + ", " + s + "%, " + l + "%)" :
- "hsla(" + h + ", " + s + "%, " + l + "%, "+ this._roundA + ")";
- },
- toHex: function(allow3Char) {
- return rgbToHex(this._r, this._g, this._b, allow3Char);
- },
- toHexString: function(allow3Char) {
- return '#' + this.toHex(allow3Char);
- },
- toHex8: function(allow4Char) {
- return rgbaToHex(this._r, this._g, this._b, this._a, allow4Char);
- },
- toHex8String: function(allow4Char) {
- return '#' + this.toHex8(allow4Char);
- },
- toRgb: function() {
- return { r: mathRound(this._r), g: mathRound(this._g), b: mathRound(this._b), a: this._a };
- },
- toRgbString: function() {
- return (this._a == 1) ?
- "rgb(" + mathRound(this._r) + ", " + mathRound(this._g) + ", " + mathRound(this._b) + ")" :
- "rgba(" + mathRound(this._r) + ", " + mathRound(this._g) + ", " + mathRound(this._b) + ", " + this._roundA + ")";
- },
- toPercentageRgb: function() {
- return { r: mathRound(bound01(this._r, 255) * 100) + "%", g: mathRound(bound01(this._g, 255) * 100) + "%", b: mathRound(bound01(this._b, 255) * 100) + "%", a: this._a };
- },
- toPercentageRgbString: function() {
- return (this._a == 1) ?
- "rgb(" + mathRound(bound01(this._r, 255) * 100) + "%, " + mathRound(bound01(this._g, 255) * 100) + "%, " + mathRound(bound01(this._b, 255) * 100) + "%)" :
- "rgba(" + mathRound(bound01(this._r, 255) * 100) + "%, " + mathRound(bound01(this._g, 255) * 100) + "%, " + mathRound(bound01(this._b, 255) * 100) + "%, " + this._roundA + ")";
- },
- toName: function() {
- if (this._a === 0) {
- return "transparent";
- }
- if (this._a < 1) {
- return false;
- }
- return hexNames[rgbToHex(this._r, this._g, this._b, true)] || false;
- },
- toFilter: function(secondColor) {
- var hex8String = '#' + rgbaToArgbHex(this._r, this._g, this._b, this._a);
- var secondHex8String = hex8String;
- var gradientType = this._gradientType ? "GradientType = 1, " : "";
- if (secondColor) {
- var s = tinycolor(secondColor);
- secondHex8String = '#' + rgbaToArgbHex(s._r, s._g, s._b, s._a);
- }
- return "progid:DXImageTransform.Microsoft.gradient("+gradientType+"startColorstr="+hex8String+",endColorstr="+secondHex8String+")";
- },
- toString: function(format) {
- var formatSet = !!format;
- format = format || this._format;
- var formattedString = false;
- var hasAlpha = this._a < 1 && this._a >= 0;
- var needsAlphaFormat = !formatSet && hasAlpha && (format === "hex" || format === "hex6" || format === "hex3" || format === "hex4" || format === "hex8" || format === "name");
- if (needsAlphaFormat) {
- // Special case for "transparent", all other non-alpha formats
- // will return rgba when there is transparency.
- if (format === "name" && this._a === 0) {
- return this.toName();
- }
- return this.toRgbString();
- }
- if (format === "rgb") {
- formattedString = this.toRgbString();
- }
- if (format === "prgb") {
- formattedString = this.toPercentageRgbString();
- }
- if (format === "hex" || format === "hex6") {
- formattedString = this.toHexString();
- }
- if (format === "hex3") {
- formattedString = this.toHexString(true);
- }
- if (format === "hex4") {
- formattedString = this.toHex8String(true);
- }
- if (format === "hex8") {
- formattedString = this.toHex8String();
- }
- if (format === "name") {
- formattedString = this.toName();
- }
- if (format === "hsl") {
- formattedString = this.toHslString();
- }
- if (format === "hsv") {
- formattedString = this.toHsvString();
- }
- return formattedString || this.toHexString();
- },
- clone: function() {
- return tinycolor(this.toString());
- },
- _applyModification: function(fn, args) {
- var color = fn.apply(null, [this].concat([].slice.call(args)));
- this._r = color._r;
- this._g = color._g;
- this._b = color._b;
- this.setAlpha(color._a);
- return this;
- },
- lighten: function() {
- return this._applyModification(lighten, arguments);
- },
- brighten: function() {
- return this._applyModification(brighten, arguments);
- },
- darken: function() {
- return this._applyModification(darken, arguments);
- },
- desaturate: function() {
- return this._applyModification(desaturate, arguments);
- },
- saturate: function() {
- return this._applyModification(saturate, arguments);
- },
- greyscale: function() {
- return this._applyModification(greyscale, arguments);
- },
- spin: function() {
- return this._applyModification(spin, arguments);
- },
- _applyCombination: function(fn, args) {
- return fn.apply(null, [this].concat([].slice.call(args)));
- },
- analogous: function() {
- return this._applyCombination(analogous, arguments);
- },
- complement: function() {
- return this._applyCombination(complement, arguments);
- },
- monochromatic: function() {
- return this._applyCombination(monochromatic, arguments);
- },
- splitcomplement: function() {
- return this._applyCombination(splitcomplement, arguments);
- },
- triad: function() {
- return this._applyCombination(triad, arguments);
- },
- tetrad: function() {
- return this._applyCombination(tetrad, arguments);
- }
- };
- // If input is an object, force 1 into "1.0" to handle ratios properly
- // String input requires "1.0" as input, so 1 will be treated as 1
- tinycolor.fromRatio = function(color, opts) {
- if (typeof color == "object") {
- var newColor = {};
- for (var i in color) {
- if (color.hasOwnProperty(i)) {
- if (i === "a") {
- newColor[i] = color[i];
- }
- else {
- newColor[i] = convertToPercentage(color[i]);
- }
- }
- }
- color = newColor;
- }
- return tinycolor(color, opts);
- };
- // Given a string or object, convert that input to RGB
- // Possible string inputs:
- //
- // "red"
- // "#f00" or "f00"
- // "#ff0000" or "ff0000"
- // "#ff000000" or "ff000000"
- // "rgb 255 0 0" or "rgb (255, 0, 0)"
- // "rgb 1.0 0 0" or "rgb (1, 0, 0)"
- // "rgba (255, 0, 0, 1)" or "rgba 255, 0, 0, 1"
- // "rgba (1.0, 0, 0, 1)" or "rgba 1.0, 0, 0, 1"
- // "hsl(0, 100%, 50%)" or "hsl 0 100% 50%"
- // "hsla(0, 100%, 50%, 1)" or "hsla 0 100% 50%, 1"
- // "hsv(0, 100%, 100%)" or "hsv 0 100% 100%"
- //
- function inputToRGB(color) {
- var rgb = { r: 0, g: 0, b: 0 };
- var a = 1;
- var s = null;
- var v = null;
- var l = null;
- var ok = false;
- var format = false;
- if (typeof color == "string") {
- color = stringInputToObject(color);
- }
- if (typeof color == "object") {
- if (isValidCSSUnit(color.r) && isValidCSSUnit(color.g) && isValidCSSUnit(color.b)) {
- rgb = rgbToRgb(color.r, color.g, color.b);
- ok = true;
- format = String(color.r).substr(-1) === "%" ? "prgb" : "rgb";
- }
- else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.v)) {
- s = convertToPercentage(color.s);
- v = convertToPercentage(color.v);
- rgb = hsvToRgb(color.h, s, v);
- ok = true;
- format = "hsv";
- }
- else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.l)) {
- s = convertToPercentage(color.s);
- l = convertToPercentage(color.l);
- rgb = hslToRgb(color.h, s, l);
- ok = true;
- format = "hsl";
- }
- if (color.hasOwnProperty("a")) {
- a = color.a;
- }
- }
- a = boundAlpha(a);
- return {
- ok: ok,
- format: color.format || format,
- r: mathMin(255, mathMax(rgb.r, 0)),
- g: mathMin(255, mathMax(rgb.g, 0)),
- b: mathMin(255, mathMax(rgb.b, 0)),
- a: a
- };
- }
- // Conversion Functions
- // --------------------
- // `rgbToHsl`, `rgbToHsv`, `hslToRgb`, `hsvToRgb` modified from:
- // <http://mjijackson.com/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript>
- // `rgbToRgb`
- // Handle bounds / percentage checking to conform to CSS color spec
- // <http://www.w3.org/TR/css3-color/>
- // *Assumes:* r, g, b in [0, 255] or [0, 1]
- // *Returns:* { r, g, b } in [0, 255]
- function rgbToRgb(r, g, b){
- return {
- r: bound01(r, 255) * 255,
- g: bound01(g, 255) * 255,
- b: bound01(b, 255) * 255
- };
- }
- // `rgbToHsl`
- // Converts an RGB color value to HSL.
- // *Assumes:* r, g, and b are contained in [0, 255] or [0, 1]
- // *Returns:* { h, s, l } in [0,1]
- function rgbToHsl(r, g, b) {
- r = bound01(r, 255);
- g = bound01(g, 255);
- b = bound01(b, 255);
- var max = mathMax(r, g, b), min = mathMin(r, g, b);
- var h, s, l = (max + min) / 2;
- if(max == min) {
- h = s = 0; // achromatic
- }
- else {
- var d = max - min;
- s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
- switch(max) {
- case r: h = (g - b) / d + (g < b ? 6 : 0); break;
- case g: h = (b - r) / d + 2; break;
- case b: h = (r - g) / d + 4; break;
- }
- h /= 6;
- }
- return { h: h, s: s, l: l };
- }
- // `hslToRgb`
- // Converts an HSL color value to RGB.
- // *Assumes:* h is contained in [0, 1] or [0, 360] and s and l are contained [0, 1] or [0, 100]
- // *Returns:* { r, g, b } in the set [0, 255]
- function hslToRgb(h, s, l) {
- var r, g, b;
- h = bound01(h, 360);
- s = bound01(s, 100);
- l = bound01(l, 100);
- function hue2rgb(p, q, t) {
- if(t < 0) t += 1;
- if(t > 1) t -= 1;
- if(t < 1/6) return p + (q - p) * 6 * t;
- if(t < 1/2) return q;
- if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
- return p;
- }
- if(s === 0) {
- r = g = b = l; // achromatic
- }
- else {
- var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
- var p = 2 * l - q;
- r = hue2rgb(p, q, h + 1/3);
- g = hue2rgb(p, q, h);
- b = hue2rgb(p, q, h - 1/3);
- }
- return { r: r * 255, g: g * 255, b: b * 255 };
- }
- // `rgbToHsv`
- // Converts an RGB color value to HSV
- // *Assumes:* r, g, and b are contained in the set [0, 255] or [0, 1]
- // *Returns:* { h, s, v } in [0,1]
- function rgbToHsv(r, g, b) {
- r = bound01(r, 255);
- g = bound01(g, 255);
- b = bound01(b, 255);
- var max = mathMax(r, g, b), min = mathMin(r, g, b);
- var h, s, v = max;
- var d = max - min;
- s = max === 0 ? 0 : d / max;
- if(max == min) {
- h = 0; // achromatic
- }
- else {
- switch(max) {
- case r: h = (g - b) / d + (g < b ? 6 : 0); break;
- case g: h = (b - r) / d + 2; break;
- case b: h = (r - g) / d + 4; break;
- }
- h /= 6;
- }
- return { h: h, s: s, v: v };
- }
- // `hsvToRgb`
- // Converts an HSV color value to RGB.
- // *Assumes:* h is contained in [0, 1] or [0, 360] and s and v are contained in [0, 1] or [0, 100]
- // *Returns:* { r, g, b } in the set [0, 255]
- function hsvToRgb(h, s, v) {
- h = bound01(h, 360) * 6;
- s = bound01(s, 100);
- v = bound01(v, 100);
- var i = Math.floor(h),
- f = h - i,
- p = v * (1 - s),
- q = v * (1 - f * s),
- t = v * (1 - (1 - f) * s),
- mod = i % 6,
- r = [v, q, p, p, t, v][mod],
- g = [t, v, v, q, p, p][mod],
- b = [p, p, t, v, v, q][mod];
- return { r: r * 255, g: g * 255, b: b * 255 };
- }
- // `rgbToHex`
- // Converts an RGB color to hex
- // Assumes r, g, and b are contained in the set [0, 255]
- // Returns a 3 or 6 character hex
- function rgbToHex(r, g, b, allow3Char) {
- var hex = [
- pad2(mathRound(r).toString(16)),
- pad2(mathRound(g).toString(16)),
- pad2(mathRound(b).toString(16))
- ];
- // Return a 3 character hex if possible
- if (allow3Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1)) {
- return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0);
- }
- return hex.join("");
- }
- // `rgbaToHex`
- // Converts an RGBA color plus alpha transparency to hex
- // Assumes r, g, b are contained in the set [0, 255] and
- // a in [0, 1]. Returns a 4 or 8 character rgba hex
- function rgbaToHex(r, g, b, a, allow4Char) {
- var hex = [
- pad2(mathRound(r).toString(16)),
- pad2(mathRound(g).toString(16)),
- pad2(mathRound(b).toString(16)),
- pad2(convertDecimalToHex(a))
- ];
- // Return a 4 character hex if possible
- if (allow4Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1) && hex[3].charAt(0) == hex[3].charAt(1)) {
- return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0) + hex[3].charAt(0);
- }
- return hex.join("");
- }
- // `rgbaToArgbHex`
- // Converts an RGBA color to an ARGB Hex8 string
- // Rarely used, but required for "toFilter()"
- function rgbaToArgbHex(r, g, b, a) {
- var hex = [
- pad2(convertDecimalToHex(a)),
- pad2(mathRound(r).toString(16)),
- pad2(mathRound(g).toString(16)),
- pad2(mathRound(b).toString(16))
- ];
- return hex.join("");
- }
- // `equals`
- // Can be called with any tinycolor input
- tinycolor.equals = function (color1, color2) {
- if (!color1 || !color2) { return false; }
- return tinycolor(color1).toRgbString() == tinycolor(color2).toRgbString();
- };
- tinycolor.random = function() {
- return tinycolor.fromRatio({
- r: mathRandom(),
- g: mathRandom(),
- b: mathRandom()
- });
- };
- // Modification Functions
- // ----------------------
- // Thanks to less.js for some of the basics here
- // <https://github.com/cloudhead/less.js/blob/master/lib/less/functions.js>
- function desaturate(color, amount) {
- amount = (amount === 0) ? 0 : (amount || 10);
- var hsl = tinycolor(color).toHsl();
- hsl.s -= amount / 100;
- hsl.s = clamp01(hsl.s);
- return tinycolor(hsl);
- }
- function saturate(color, amount) {
- amount = (amount === 0) ? 0 : (amount || 10);
- var hsl = tinycolor(color).toHsl();
- hsl.s += amount / 100;
- hsl.s = clamp01(hsl.s);
- return tinycolor(hsl);
- }
- function greyscale(color) {
- return tinycolor(color).desaturate(100);
- }
- function lighten (color, amount) {
- amount = (amount === 0) ? 0 : (amount || 10);
- var hsl = tinycolor(color).toHsl();
- hsl.l += amount / 100;
- hsl.l = clamp01(hsl.l);
- return tinycolor(hsl);
- }
- function brighten(color, amount) {
- amount = (amount === 0) ? 0 : (amount || 10);
- var rgb = tinycolor(color).toRgb();
- rgb.r = mathMax(0, mathMin(255, rgb.r - mathRound(255 * - (amount / 100))));
- rgb.g = mathMax(0, mathMin(255, rgb.g - mathRound(255 * - (amount / 100))));
- rgb.b = mathMax(0, mathMin(255, rgb.b - mathRound(255 * - (amount / 100))));
- return tinycolor(rgb);
- }
- function darken (color, amount) {
- amount = (amount === 0) ? 0 : (amount || 10);
- var hsl = tinycolor(color).toHsl();
- hsl.l -= amount / 100;
- hsl.l = clamp01(hsl.l);
- return tinycolor(hsl);
- }
- // Spin takes a positive or negative amount within [-360, 360] indicating the change of hue.
- // Values outside of this range will be wrapped into this range.
- function spin(color, amount) {
- var hsl = tinycolor(color).toHsl();
- var hue = (hsl.h + amount) % 360;
- hsl.h = hue < 0 ? 360 + hue : hue;
- return tinycolor(hsl);
- }
- // Combination Functions
- // ---------------------
- // Thanks to jQuery xColor for some of the ideas behind these
- // <https://github.com/infusion/jQuery-xcolor/blob/master/jquery.xcolor.js>
- function complement(color) {
- var hsl = tinycolor(color).toHsl();
- hsl.h = (hsl.h + 180) % 360;
- return tinycolor(hsl);
- }
- function triad(color) {
- var hsl = tinycolor(color).toHsl();
- var h = hsl.h;
- return [
- tinycolor(color),
- tinycolor({ h: (h + 120) % 360, s: hsl.s, l: hsl.l }),
- tinycolor({ h: (h + 240) % 360, s: hsl.s, l: hsl.l })
- ];
- }
- function tetrad(color) {
- var hsl = tinycolor(color).toHsl();
- var h = hsl.h;
- return [
- tinycolor(color),
- tinycolor({ h: (h + 90) % 360, s: hsl.s, l: hsl.l }),
- tinycolor({ h: (h + 180) % 360, s: hsl.s, l: hsl.l }),
- tinycolor({ h: (h + 270) % 360, s: hsl.s, l: hsl.l })
- ];
- }
- function splitcomplement(color) {
- var hsl = tinycolor(color).toHsl();
- var h = hsl.h;
- return [
- tinycolor(color),
- tinycolor({ h: (h + 72) % 360, s: hsl.s, l: hsl.l}),
- tinycolor({ h: (h + 216) % 360, s: hsl.s, l: hsl.l})
- ];
- }
- function analogous(color, results, slices) {
- results = results || 6;
- slices = slices || 30;
- var hsl = tinycolor(color).toHsl();
- var part = 360 / slices;
- var ret = [tinycolor(color)];
- for (hsl.h = ((hsl.h - (part * results >> 1)) + 720) % 360; --results; ) {
- hsl.h = (hsl.h + part) % 360;
- ret.push(tinycolor(hsl));
- }
- return ret;
- }
- function monochromatic(color, results) {
- results = results || 6;
- var hsv = tinycolor(color).toHsv();
- var h = hsv.h, s = hsv.s, v = hsv.v;
- var ret = [];
- var modification = 1 / results;
- while (results--) {
- ret.push(tinycolor({ h: h, s: s, v: v}));
- v = (v + modification) % 1;
- }
- return ret;
- }
- // Utility Functions
- // ---------------------
- tinycolor.mix = function(color1, color2, amount) {
- amount = (amount === 0) ? 0 : (amount || 50);
- var rgb1 = tinycolor(color1).toRgb();
- var rgb2 = tinycolor(color2).toRgb();
- var p = amount / 100;
- var rgba = {
- r: ((rgb2.r - rgb1.r) * p) + rgb1.r,
- g: ((rgb2.g - rgb1.g) * p) + rgb1.g,
- b: ((rgb2.b - rgb1.b) * p) + rgb1.b,
- a: ((rgb2.a - rgb1.a) * p) + rgb1.a
- };
- return tinycolor(rgba);
- };
- // Readability Functions
- // ---------------------
- // <http://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef (WCAG Version 2)
- // `contrast`
- // Analyze the 2 colors and returns the color contrast defined by (WCAG Version 2)
- tinycolor.readability = function(color1, color2) {
- var c1 = tinycolor(color1);
- var c2 = tinycolor(color2);
- return (Math.max(c1.getLuminance(),c2.getLuminance())+0.05) / (Math.min(c1.getLuminance(),c2.getLuminance())+0.05);
- };
- // `isReadable`
- // Ensure that foreground and background color combinations meet WCAG2 guidelines.
- // The third argument is an optional Object.
- // the 'level' property states 'AA' or 'AAA' - if missing or invalid, it defaults to 'AA';
- // the 'size' property states 'large' or 'small' - if missing or invalid, it defaults to 'small'.
- // If the entire object is absent, isReadable defaults to {level:"AA",size:"small"}.
- // *Example*
- // tinycolor.isReadable("#000", "#111") => false
- // tinycolor.isReadable("#000", "#111",{level:"AA",size:"large"}) => false
- tinycolor.isReadable = function(color1, color2, wcag2) {
- var readability = tinycolor.readability(color1, color2);
- var wcag2Parms, out;
- out = false;
- wcag2Parms = validateWCAG2Parms(wcag2);
- switch (wcag2Parms.level + wcag2Parms.size) {
- case "AAsmall":
- case "AAAlarge":
- out = readability >= 4.5;
- break;
- case "AAlarge":
- out = readability >= 3;
- break;
- case "AAAsmall":
- out = readability >= 7;
- break;
- }
- return out;
- };
- // `mostReadable`
- // Given a base color and a list of possible foreground or background
- // colors for that base, returns the most readable color.
- // Optionally returns Black or White if the most readable color is unreadable.
- // *Example*
- // tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:false}).toHexString(); // "#112255"
- // tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:true}).toHexString(); // "#ffffff"
- // tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"large"}).toHexString(); // "#faf3f3"
- // tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"small"}).toHexString(); // "#ffffff"
- tinycolor.mostReadable = function(baseColor, colorList, args) {
- var bestColor = null;
- var bestScore = 0;
- var readability;
- var includeFallbackColors, level, size ;
- args = args || {};
- includeFallbackColors = args.includeFallbackColors ;
- level = args.level;
- size = args.size;
- for (var i= 0; i < colorList.length ; i++) {
- readability = tinycolor.readability(baseColor, colorList[i]);
- if (readability > bestScore) {
- bestScore = readability;
- bestColor = tinycolor(colorList[i]);
- }
- }
- if (tinycolor.isReadable(baseColor, bestColor, {"level":level,"size":size}) || !includeFallbackColors) {
- return bestColor;
- }
- else {
- args.includeFallbackColors=false;
- return tinycolor.mostReadable(baseColor,["#fff", "#000"],args);
- }
- };
- // Big List of Colors
- // ------------------
- // <http://www.w3.org/TR/css3-color/#svg-color>
- var names = tinycolor.names = {
- aliceblue: "f0f8ff",
- antiquewhite: "faebd7",
- aqua: "0ff",
- aquamarine: "7fffd4",
- azure: "f0ffff",
- beige: "f5f5dc",
- bisque: "ffe4c4",
- black: "000",
- blanchedalmond: "ffebcd",
- blue: "00f",
- blueviolet: "8a2be2",
- brown: "a52a2a",
- burlywood: "deb887",
- burntsienna: "ea7e5d",
- cadetblue: "5f9ea0",
- chartreuse: "7fff00",
- chocolate: "d2691e",
- coral: "ff7f50",
- cornflowerblue: "6495ed",
- cornsilk: "fff8dc",
- crimson: "dc143c",
- cyan: "0ff",
- darkblue: "00008b",
- darkcyan: "008b8b",
- darkgoldenrod: "b8860b",
- darkgray: "a9a9a9",
- darkgreen: "006400",
- darkgrey: "a9a9a9",
- darkkhaki: "bdb76b",
- darkmagenta: "8b008b",
- darkolivegreen: "556b2f",
- darkorange: "ff8c00",
- darkorchid: "9932cc",
- darkred: "8b0000",
- darksalmon: "e9967a",
- darkseagreen: "8fbc8f",
- darkslateblue: "483d8b",
- darkslategray: "2f4f4f",
- darkslategrey: "2f4f4f",
- darkturquoise: "00ced1",
- darkviolet: "9400d3",
- deeppink: "ff1493",
- deepskyblue: "00bfff",
- dimgray: "696969",
- dimgrey: "696969",
- dodgerblue: "1e90ff",
- firebrick: "b22222",
- floralwhite: "fffaf0",
- forestgreen: "228b22",
- fuchsia: "f0f",
- gainsboro: "dcdcdc",
- ghostwhite: "f8f8ff",
- gold: "ffd700",
- goldenrod: "daa520",
- gray: "808080",
- green: "008000",
- greenyellow: "adff2f",
- grey: "808080",
- honeydew: "f0fff0",
- hotpink: "ff69b4",
- indianred: "cd5c5c",
- indigo: "4b0082",
- ivory: "fffff0",
- khaki: "f0e68c",
- lavender: "e6e6fa",
- lavenderblush: "fff0f5",
- lawngreen: "7cfc00",
- lemonchiffon: "fffacd",
- lightblue: "add8e6",
- lightcoral: "f08080",
- lightcyan: "e0ffff",
- lightgoldenrodyellow: "fafad2",
- lightgray: "d3d3d3",
- lightgreen: "90ee90",
- lightgrey: "d3d3d3",
- lightpink: "ffb6c1",
- lightsalmon: "ffa07a",
- lightseagreen: "20b2aa",
- lightskyblue: "87cefa",
- lightslategray: "789",
- lightslategrey: "789",
- lightsteelblue: "b0c4de",
- lightyellow: "ffffe0",
- lime: "0f0",
- limegreen: "32cd32",
- linen: "faf0e6",
- magenta: "f0f",
- maroon: "800000",
- mediumaquamarine: "66cdaa",
- mediumblue: "0000cd",
- mediumorchid: "ba55d3",
- mediumpurple: "9370db",
- mediumseagreen: "3cb371",
- mediumslateblue: "7b68ee",
- mediumspringgreen: "00fa9a",
- mediumturquoise: "48d1cc",
- mediumvioletred: "c71585",
- midnightblue: "191970",
- mintcream: "f5fffa",
- mistyrose: "ffe4e1",
- moccasin: "ffe4b5",
- navajowhite: "ffdead",
- navy: "000080",
- oldlace: "fdf5e6",
- olive: "808000",
- olivedrab: "6b8e23",
- orange: "ffa500",
- orangered: "ff4500",
- orchid: "da70d6",
- palegoldenrod: "eee8aa",
- palegreen: "98fb98",
- paleturquoise: "afeeee",
- palevioletred: "db7093",
- papayawhip: "ffefd5",
- peachpuff: "ffdab9",
- peru: "cd853f",
- pink: "ffc0cb",
- plum: "dda0dd",
- powderblue: "b0e0e6",
- purple: "800080",
- rebeccapurple: "663399",
- red: "f00",
- rosybrown: "bc8f8f",
- royalblue: "4169e1",
- saddlebrown: "8b4513",
- salmon: "fa8072",
- sandybrown: "f4a460",
- seagreen: "2e8b57",
- seashell: "fff5ee",
- sienna: "a0522d",
- silver: "c0c0c0",
- skyblue: "87ceeb",
- slateblue: "6a5acd",
- slategray: "708090",
- slategrey: "708090",
- snow: "fffafa",
- springgreen: "00ff7f",
- steelblue: "4682b4",
- tan: "d2b48c",
- teal: "008080",
- thistle: "d8bfd8",
- tomato: "ff6347",
- turquoise: "40e0d0",
- violet: "ee82ee",
- wheat: "f5deb3",
- white: "fff",
- whitesmoke: "f5f5f5",
- yellow: "ff0",
- yellowgreen: "9acd32"
- };
- // Make it easy to access colors via `hexNames[hex]`
- var hexNames = tinycolor.hexNames = flip(names);
- // Utilities
- // ---------
- // `{ 'name1': 'val1' }` becomes `{ 'val1': 'name1' }`
- function flip(o) {
- var flipped = { };
- for (var i in o) {
- if (o.hasOwnProperty(i)) {
- flipped[o[i]] = i;
- }
- }
- return flipped;
- }
- // Return a valid alpha value [0,1] with all invalid values being set to 1
- function boundAlpha(a) {
- a = parseFloat(a);
- if (isNaN(a) || a < 0 || a > 1) {
- a = 1;
- }
- return a;
- }
- // Take input from [0, n] and return it as [0, 1]
- function bound01(n, max) {
- if (isOnePointZero(n)) { n = "100%"; }
- var processPercent = isPercentage(n);
- n = mathMin(max, mathMax(0, parseFloat(n)));
- // Automatically convert percentage into number
- if (processPercent) {
- n = parseInt(n * max, 10) / 100;
- }
- // Handle floating point rounding errors
- if ((Math.abs(n - max) < 0.000001)) {
- return 1;
- }
- // Convert into [0, 1] range if it isn't already
- return (n % max) / parseFloat(max);
- }
- // Force a number between 0 and 1
- function clamp01(val) {
- return mathMin(1, mathMax(0, val));
- }
- // Parse a base-16 hex value into a base-10 integer
- function parseIntFromHex(val) {
- return parseInt(val, 16);
- }
- // Need to handle 1.0 as 100%, since once it is a number, there is no difference between it and 1
- // <http://stackoverflow.com/questions/7422072/javascript-how-to-detect-number-as-a-decimal-including-1-0>
- function isOnePointZero(n) {
- return typeof n == "string" && n.indexOf('.') != -1 && parseFloat(n) === 1;
- }
- // Check to see if string passed in is a percentage
- function isPercentage(n) {
- return typeof n === "string" && n.indexOf('%') != -1;
- }
- // Force a hex value to have 2 characters
- function pad2(c) {
- return c.length == 1 ? '0' + c : '' + c;
- }
- // Replace a decimal with it's percentage value
- function convertToPercentage(n) {
- if (n <= 1) {
- n = (n * 100) + "%";
- }
- return n;
- }
- // Converts a decimal to a hex value
- function convertDecimalToHex(d) {
- return Math.round(parseFloat(d) * 255).toString(16);
- }
- // Converts a hex value to a decimal
- function convertHexToDecimal(h) {
- return (parseIntFromHex(h) / 255);
- }
- var matchers = (function() {
- // <http://www.w3.org/TR/css3-values/#integers>
- var CSS_INTEGER = "[-\\+]?\\d+%?";
- // <http://www.w3.org/TR/css3-values/#number-value>
- var CSS_NUMBER = "[-\\+]?\\d*\\.\\d+%?";
- // Allow positive/negative integer/number. Don't capture the either/or, just the entire outcome.
- var CSS_UNIT = "(?:" + CSS_NUMBER + ")|(?:" + CSS_INTEGER + ")";
- // Actual matching.
- // Parentheses and commas are optional, but not required.
- // Whitespace can take the place of commas or opening paren
- var PERMISSIVE_MATCH3 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
- var PERMISSIVE_MATCH4 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
- return {
- CSS_UNIT: new RegExp(CSS_UNIT),
- rgb: new RegExp("rgb" + PERMISSIVE_MATCH3),
- rgba: new RegExp("rgba" + PERMISSIVE_MATCH4),
- hsl: new RegExp("hsl" + PERMISSIVE_MATCH3),
- hsla: new RegExp("hsla" + PERMISSIVE_MATCH4),
- hsv: new RegExp("hsv" + PERMISSIVE_MATCH3),
- hsva: new RegExp("hsva" + PERMISSIVE_MATCH4),
- hex3: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
- hex6: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/,
- hex4: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
- hex8: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/
- };
- })();
- // `isValidCSSUnit`
- // Take in a single string / number and check to see if it looks like a CSS unit
- // (see `matchers` above for definition).
- function isValidCSSUnit(color) {
- return !!matchers.CSS_UNIT.exec(color);
- }
- // `stringInputToObject`
- // Permissive string parsing. Take in a number of formats, and output an object
- // based on detected format. Returns `{ r, g, b }` or `{ h, s, l }` or `{ h, s, v}`
- function stringInputToObject(color) {
- color = color.replace(trimLeft,'').replace(trimRight, '').toLowerCase();
- var named = false;
- if (names[color]) {
- color = names[color];
- named = true;
- }
- else if (color == 'transparent') {
- return { r: 0, g: 0, b: 0, a: 0, format: "name" };
- }
- // Try to match string input using regular expressions.
- // Keep most of the number bounding out of this function - don't worry about [0,1] or [0,100] or [0,360]
- // Just return an object and let the conversion functions handle that.
- // This way the result will be the same whether the tinycolor is initialized with string or object.
- var match;
- if ((match = matchers.rgb.exec(color))) {
- return { r: match[1], g: match[2], b: match[3] };
- }
- if ((match = matchers.rgba.exec(color))) {
- return { r: match[1], g: match[2], b: match[3], a: match[4] };
- }
- if ((match = matchers.hsl.exec(color))) {
- return { h: match[1], s: match[2], l: match[3] };
- }
- if ((match = matchers.hsla.exec(color))) {
- return { h: match[1], s: match[2], l: match[3], a: match[4] };
- }
- if ((match = matchers.hsv.exec(color))) {
- return { h: match[1], s: match[2], v: match[3] };
- }
- if ((match = matchers.hsva.exec(color))) {
- return { h: match[1], s: match[2], v: match[3], a: match[4] };
- }
- if ((match = matchers.hex8.exec(color))) {
- return {
- r: parseIntFromHex(match[1]),
- g: parseIntFromHex(match[2]),
- b: parseIntFromHex(match[3]),
- a: convertHexToDecimal(match[4]),
- format: named ? "name" : "hex8"
- };
- }
- if ((match = matchers.hex6.exec(color))) {
- return {
- r: parseIntFromHex(match[1]),
- g: parseIntFromHex(match[2]),
- b: parseIntFromHex(match[3]),
- format: named ? "name" : "hex"
- };
- }
- if ((match = matchers.hex4.exec(color))) {
- return {
- r: parseIntFromHex(match[1] + '' + match[1]),
- g: parseIntFromHex(match[2] + '' + match[2]),
- b: parseIntFromHex(match[3] + '' + match[3]),
- a: convertHexToDecimal(match[4] + '' + match[4]),
- format: named ? "name" : "hex8"
- };
- }
- if ((match = matchers.hex3.exec(color))) {
- return {
- r: parseIntFromHex(match[1] + '' + match[1]),
- g: parseIntFromHex(match[2] + '' + match[2]),
- b: parseIntFromHex(match[3] + '' + match[3]),
- format: named ? "name" : "hex"
- };
- }
- return false;
- }
- function validateWCAG2Parms(parms) {
- // return valid WCAG2 parms for isReadable.
- // If input parms are invalid, return {"level":"AA", "size":"small"}
- var level, size;
- parms = parms || {"level":"AA", "size":"small"};
- level = (parms.level || "AA").toUpperCase();
- size = (parms.size || "small").toLowerCase();
- if (level !== "AA" && level !== "AAA") {
- level = "AA";
- }
- if (size !== "small" && size !== "large") {
- size = "small";
- }
- return {"level":level, "size":size};
- }
- // Node: Export function
- if (module.exports) {
- module.exports = tinycolor;
- }
- // AMD/requirejs: Define the module
- else {
- window.tinycolor = tinycolor;
- }
- })(Math);
- }(tinycolor));
- var tinyColor = tinycolor.exports;
- function ownKeys(object, enumerableOnly) {
- var keys = Object.keys(object);
- if (Object.getOwnPropertySymbols) {
- var symbols = Object.getOwnPropertySymbols(object);
- if (enumerableOnly) {
- symbols = symbols.filter(function (sym) {
- return Object.getOwnPropertyDescriptor(object, sym).enumerable;
- });
- }
- keys.push.apply(keys, symbols);
- }
- return keys;
- }
- function _objectSpread2(target) {
- for (var i = 1; i < arguments.length; i++) {
- var source = arguments[i] != null ? arguments[i] : {};
- if (i % 2) {
- ownKeys(Object(source), true).forEach(function (key) {
- _defineProperty$1(target, key, source[key]);
- });
- } else if (Object.getOwnPropertyDescriptors) {
- Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));
- } else {
- ownKeys(Object(source)).forEach(function (key) {
- Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));
- });
- }
- }
- return target;
- }
- function _typeof(obj) {
- "@babel/helpers - typeof";
- if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") {
- _typeof = function (obj) {
- return typeof obj;
- };
- } else {
- _typeof = function (obj) {
- return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
- };
- }
- return _typeof(obj);
- }
- function _classCallCheck(instance, Constructor) {
- if (!(instance instanceof Constructor)) {
- throw new TypeError("Cannot call a class as a function");
- }
- }
- function _defineProperty$1(obj, key, value) {
- if (key in obj) {
- Object.defineProperty(obj, key, {
- value: value,
- enumerable: true,
- configurable: true,
- writable: true
- });
- } else {
- obj[key] = value;
- }
- return obj;
- }
- function _inherits(subClass, superClass) {
- if (typeof superClass !== "function" && superClass !== null) {
- throw new TypeError("Super expression must either be null or a function");
- }
- subClass.prototype = Object.create(superClass && superClass.prototype, {
- constructor: {
- value: subClass,
- writable: true,
- configurable: true
- }
- });
- if (superClass) _setPrototypeOf$1(subClass, superClass);
- }
- function _getPrototypeOf$1(o) {
- _getPrototypeOf$1 = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) {
- return o.__proto__ || Object.getPrototypeOf(o);
- };
- return _getPrototypeOf$1(o);
- }
- function _setPrototypeOf$1(o, p) {
- _setPrototypeOf$1 = Object.setPrototypeOf || function _setPrototypeOf(o, p) {
- o.__proto__ = p;
- return o;
- };
- return _setPrototypeOf$1(o, p);
- }
- function _isNativeReflectConstruct$1() {
- if (typeof Reflect === "undefined" || !Reflect.construct) return false;
- if (Reflect.construct.sham) return false;
- if (typeof Proxy === "function") return true;
- try {
- Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
- return true;
- } catch (e) {
- return false;
- }
- }
- function _construct$1(Parent, args, Class) {
- if (_isNativeReflectConstruct$1()) {
- _construct$1 = Reflect.construct;
- } else {
- _construct$1 = function _construct(Parent, args, Class) {
- var a = [null];
- a.push.apply(a, args);
- var Constructor = Function.bind.apply(Parent, a);
- var instance = new Constructor();
- if (Class) _setPrototypeOf$1(instance, Class.prototype);
- return instance;
- };
- }
- return _construct$1.apply(null, arguments);
- }
- function _objectWithoutPropertiesLoose(source, excluded) {
- if (source == null) return {};
- var target = {};
- var sourceKeys = Object.keys(source);
- var key, i;
- for (i = 0; i < sourceKeys.length; i++) {
- key = sourceKeys[i];
- if (excluded.indexOf(key) >= 0) continue;
- target[key] = source[key];
- }
- return target;
- }
- function _objectWithoutProperties(source, excluded) {
- if (source == null) return {};
- var target = _objectWithoutPropertiesLoose(source, excluded);
- var key, i;
- if (Object.getOwnPropertySymbols) {
- var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
- for (i = 0; i < sourceSymbolKeys.length; i++) {
- key = sourceSymbolKeys[i];
- if (excluded.indexOf(key) >= 0) continue;
- if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
- target[key] = source[key];
- }
- }
- return target;
- }
- function _assertThisInitialized$1(self) {
- if (self === void 0) {
- throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
- }
- return self;
- }
- function _possibleConstructorReturn(self, call) {
- if (call && (typeof call === "object" || typeof call === "function")) {
- return call;
- }
- return _assertThisInitialized$1(self);
- }
- function _createSuper(Derived) {
- var hasNativeReflectConstruct = _isNativeReflectConstruct$1();
- return function _createSuperInternal() {
- var Super = _getPrototypeOf$1(Derived),
- result;
- if (hasNativeReflectConstruct) {
- var NewTarget = _getPrototypeOf$1(this).constructor;
- result = Reflect.construct(Super, arguments, NewTarget);
- } else {
- result = Super.apply(this, arguments);
- }
- return _possibleConstructorReturn(this, result);
- };
- }
- function _slicedToArray$1(arr, i) {
- return _arrayWithHoles$1(arr) || _iterableToArrayLimit$1(arr, i) || _unsupportedIterableToArray$1(arr, i) || _nonIterableRest$1();
- }
- function _toConsumableArray$1(arr) {
- return _arrayWithoutHoles$1(arr) || _iterableToArray$1(arr) || _unsupportedIterableToArray$1(arr) || _nonIterableSpread$1();
- }
- function _arrayWithoutHoles$1(arr) {
- if (Array.isArray(arr)) return _arrayLikeToArray$1(arr);
- }
- function _arrayWithHoles$1(arr) {
- if (Array.isArray(arr)) return arr;
- }
- function _iterableToArray$1(iter) {
- if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
- }
- function _iterableToArrayLimit$1(arr, i) {
- var _i = arr == null ? null : typeof Symbol !== "undefined" && arr[Symbol.iterator] || arr["@@iterator"];
- if (_i == null) return;
- var _arr = [];
- var _n = true;
- var _d = false;
- var _s, _e;
- try {
- for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {
- _arr.push(_s.value);
- if (i && _arr.length === i) break;
- }
- } catch (err) {
- _d = true;
- _e = err;
- } finally {
- try {
- if (!_n && _i["return"] != null) _i["return"]();
- } finally {
- if (_d) throw _e;
- }
- }
- return _arr;
- }
- function _unsupportedIterableToArray$1(o, minLen) {
- if (!o) return;
- if (typeof o === "string") return _arrayLikeToArray$1(o, minLen);
- var n = Object.prototype.toString.call(o).slice(8, -1);
- if (n === "Object" && o.constructor) n = o.constructor.name;
- if (n === "Map" || n === "Set") return Array.from(o);
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$1(o, minLen);
- }
- function _arrayLikeToArray$1(arr, len) {
- if (len == null || len > arr.length) len = arr.length;
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
- return arr2;
- }
- function _nonIterableSpread$1() {
- throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- function _nonIterableRest$1() {
- throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- var materialDispose = function materialDispose(material) {
- if (material instanceof Array) {
- material.forEach(materialDispose);
- } else {
- if (material.map) {
- material.map.dispose();
- }
- material.dispose();
- }
- };
- var deallocate = function deallocate(obj) {
- if (obj.geometry) {
- obj.geometry.dispose();
- }
- if (obj.material) {
- materialDispose(obj.material);
- }
- if (obj.texture) {
- obj.texture.dispose();
- }
- if (obj.children) {
- obj.children.forEach(deallocate);
- }
- };
- var emptyObject = function emptyObject(obj) {
- while (obj.children.length) {
- var childObj = obj.children[0];
- obj.remove(childObj);
- deallocate(childObj);
- }
- };
- var _excluded = ["objFilter"];
- function threeDigest(data, scene) {
- var _ref = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
- var _ref$objFilter = _ref.objFilter,
- objFilter = _ref$objFilter === void 0 ? function () {
- return true;
- } : _ref$objFilter,
- options = _objectWithoutProperties(_ref, _excluded);
- return viewDigest(data, scene.children.filter(objFilter), function (obj) {
- return scene.add(obj);
- }, function (obj) {
- scene.remove(obj);
- emptyObject(obj);
- }, _objectSpread2({
- objBindAttr: '__threeObj'
- }, options));
- }
- var colorStr2Hex = function colorStr2Hex(str) {
- return isNaN(str) ? parseInt(tinyColor(str).toHex(), 16) : str;
- };
- var colorAlpha = function colorAlpha(str) {
- return isNaN(str) ? tinyColor(str).getAlpha() : 1;
- };
- var autoColorScale = ordinal(schemePaired); // Autoset attribute colorField by colorByAccessor property
- // If an object has already a color, don't set it
- // Objects can be nodes or links
- function autoColorObjects(objects, colorByAccessor, colorField) {
- if (!colorByAccessor || typeof colorField !== 'string') return;
- objects.filter(function (obj) {
- return !obj[colorField];
- }).forEach(function (obj) {
- obj[colorField] = autoColorScale(colorByAccessor(obj));
- });
- }
- function getDagDepths (_ref, idAccessor) {
- var nodes = _ref.nodes,
- links = _ref.links;
- var _ref2 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
- _ref2$nodeFilter = _ref2.nodeFilter,
- nodeFilter = _ref2$nodeFilter === void 0 ? function () {
- return true;
- } : _ref2$nodeFilter,
- _ref2$onLoopError = _ref2.onLoopError,
- onLoopError = _ref2$onLoopError === void 0 ? function (loopIds) {
- throw "Invalid DAG structure! Found cycle in node path: ".concat(loopIds.join(' -> '), ".");
- } : _ref2$onLoopError;
- // linked graph
- var graph = {};
- nodes.forEach(function (node) {
- return graph[idAccessor(node)] = {
- data: node,
- out: [],
- depth: -1,
- skip: !nodeFilter(node)
- };
- });
- links.forEach(function (_ref3) {
- var source = _ref3.source,
- target = _ref3.target;
- var sourceId = getNodeId(source);
- var targetId = getNodeId(target);
- if (!graph.hasOwnProperty(sourceId)) throw "Missing source node with id: ".concat(sourceId);
- if (!graph.hasOwnProperty(targetId)) throw "Missing target node with id: ".concat(targetId);
- var sourceNode = graph[sourceId];
- var targetNode = graph[targetId];
- sourceNode.out.push(targetNode);
- function getNodeId(node) {
- return _typeof(node) === 'object' ? idAccessor(node) : node;
- }
- });
- var foundLoops = [];
- traverse(Object.values(graph));
- var nodeDepths = Object.assign.apply(Object, [{}].concat(_toConsumableArray$1(Object.entries(graph).filter(function (_ref4) {
- var _ref5 = _slicedToArray$1(_ref4, 2),
- node = _ref5[1];
- return !node.skip;
- }).map(function (_ref6) {
- var _ref7 = _slicedToArray$1(_ref6, 2),
- id = _ref7[0],
- node = _ref7[1];
- return _defineProperty$1({}, id, node.depth);
- }))));
- return nodeDepths;
- function traverse(nodes) {
- var nodeStack = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
- var currentDepth = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
- for (var i = 0, l = nodes.length; i < l; i++) {
- var node = nodes[i];
- if (nodeStack.indexOf(node) !== -1) {
- var _ret = function () {
- var loop = [].concat(_toConsumableArray$1(nodeStack.slice(nodeStack.indexOf(node))), [node]).map(function (d) {
- return idAccessor(d.data);
- });
- if (!foundLoops.some(function (foundLoop) {
- return foundLoop.length === loop.length && foundLoop.every(function (id, idx) {
- return id === loop[idx];
- });
- })) {
- foundLoops.push(loop);
- onLoopError(loop);
- }
- return "continue";
- }();
- if (_ret === "continue") continue;
- }
- if (currentDepth > node.depth) {
- // Don't unnecessarily revisit chunks of the graph
- node.depth = currentDepth;
- traverse(node.out, [].concat(_toConsumableArray$1(nodeStack), [node]), currentDepth + (node.skip ? 0 : 1));
- }
- }
- }
- }
- var three$1$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
- : {
- Group: Group$1,
- Mesh: Mesh,
- MeshLambertMaterial: MeshLambertMaterial,
- Color: Color,
- BufferGeometry: BufferGeometry,
- BufferAttribute: BufferAttribute,
- Matrix4: Matrix4,
- Vector3: Vector3,
- SphereBufferGeometry: SphereGeometry,
- CylinderBufferGeometry: CylinderGeometry,
- TubeBufferGeometry: TubeGeometry,
- ConeBufferGeometry: ConeGeometry,
- Line: Line,
- LineBasicMaterial: LineBasicMaterial,
- QuadraticBezierCurve3: QuadraticBezierCurve3,
- CubicBezierCurve3: CubicBezierCurve3,
- Box3: Box3
- };
- var ngraph = {
- graph: ngraph_graph,
- forcelayout: forcelayout
- };
- var DAG_LEVEL_NODE_RATIO = 2; // support multiple method names for backwards threejs compatibility
- var setAttributeFn = new three$1$1.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';
- var applyMatrix4Fn = new three$1$1.BufferGeometry().applyMatrix4 ? 'applyMatrix4' : 'applyMatrix';
- var ForceGraph = index$2({
- props: {
- jsonUrl: {
- onChange: function onChange(jsonUrl, state) {
- var _this = this;
- if (jsonUrl && !state.fetchingJson) {
- // Load data asynchronously
- state.fetchingJson = true;
- state.onLoading();
- fetch(jsonUrl).then(function (r) {
- return r.json();
- }).then(function (json) {
- state.fetchingJson = false;
- state.onFinishLoading(json);
- _this.graphData(json);
- });
- }
- },
- triggerUpdate: false
- },
- graphData: {
- "default": {
- nodes: [],
- links: []
- },
- onChange: function onChange(graphData, state) {
- state.engineRunning = false; // Pause simulation immediately
- }
- },
- numDimensions: {
- "default": 3,
- onChange: function onChange(numDim, state) {
- var chargeForce = state.d3ForceLayout.force('charge'); // Increase repulsion on 3D mode for improved spatial separation
- if (chargeForce) {
- chargeForce.strength(numDim > 2 ? -60 : -30);
- }
- if (numDim < 3) {
- eraseDimension(state.graphData.nodes, 'z');
- }
- if (numDim < 2) {
- eraseDimension(state.graphData.nodes, 'y');
- }
- function eraseDimension(nodes, dim) {
- nodes.forEach(function (d) {
- delete d[dim]; // position
- delete d["v".concat(dim)]; // velocity
- });
- }
- }
- },
- dagMode: {
- onChange: function onChange(dagMode, state) {
- // td, bu, lr, rl, zin, zout, radialin, radialout
- !dagMode && state.forceEngine === 'd3' && (state.graphData.nodes || []).forEach(function (n) {
- return n.fx = n.fy = n.fz = undefined;
- }); // unfix nodes when disabling dag mode
- }
- },
- dagLevelDistance: {},
- dagNodeFilter: {
- "default": function _default(node) {
- return true;
- }
- },
- onDagError: {
- triggerUpdate: false
- },
- nodeRelSize: {
- "default": 4
- },
- // volume per val unit
- nodeId: {
- "default": 'id'
- },
- nodeVal: {
- "default": 'val'
- },
- nodeResolution: {
- "default": 8
- },
- // how many slice segments in the sphere's circumference
- nodeColor: {
- "default": 'color'
- },
- nodeAutoColorBy: {},
- nodeOpacity: {
- "default": 0.75
- },
- nodeVisibility: {
- "default": true
- },
- nodeThreeObject: {},
- nodeThreeObjectExtend: {
- "default": false
- },
- linkSource: {
- "default": 'source'
- },
- linkTarget: {
- "default": 'target'
- },
- linkVisibility: {
- "default": true
- },
- linkColor: {
- "default": 'color'
- },
- linkAutoColorBy: {},
- linkOpacity: {
- "default": 0.2
- },
- linkWidth: {},
- // Rounded to nearest decimal. For falsy values use dimensionless line with 1px regardless of distance.
- linkResolution: {
- "default": 6
- },
- // how many radial segments in each line tube's geometry
- linkCurvature: {
- "default": 0,
- triggerUpdate: false
- },
- // line curvature radius (0: straight, 1: semi-circle)
- linkCurveRotation: {
- "default": 0,
- triggerUpdate: false
- },
- // line curve rotation along the line axis (0: interection with XY plane, PI: upside down)
- linkMaterial: {},
- linkThreeObject: {},
- linkThreeObjectExtend: {
- "default": false
- },
- linkPositionUpdate: {
- triggerUpdate: false
- },
- // custom function to call for updating the link's position. Signature: (threeObj, { start: { x, y, z}, end: { x, y, z }}, link). If the function returns a truthy value, the regular link position update will not run.
- linkDirectionalArrowLength: {
- "default": 0
- },
- linkDirectionalArrowColor: {},
- linkDirectionalArrowRelPos: {
- "default": 0.5,
- triggerUpdate: false
- },
- // value between 0<>1 indicating the relative pos along the (exposed) line
- linkDirectionalArrowResolution: {
- "default": 8
- },
- // how many slice segments in the arrow's conic circumference
- linkDirectionalParticles: {
- "default": 0
- },
- // animate photons travelling in the link direction
- linkDirectionalParticleSpeed: {
- "default": 0.01,
- triggerUpdate: false
- },
- // in link length ratio per frame
- linkDirectionalParticleWidth: {
- "default": 0.5
- },
- linkDirectionalParticleColor: {},
- linkDirectionalParticleResolution: {
- "default": 4
- },
- // how many slice segments in the particle sphere's circumference
- forceEngine: {
- "default": 'd3'
- },
- // d3 or ngraph
- d3AlphaMin: {
- "default": 0
- },
- d3AlphaDecay: {
- "default": 0.0228,
- triggerUpdate: false,
- onChange: function onChange(alphaDecay, state) {
- state.d3ForceLayout.alphaDecay(alphaDecay);
- }
- },
- d3AlphaTarget: {
- "default": 0,
- triggerUpdate: false,
- onChange: function onChange(alphaTarget, state) {
- state.d3ForceLayout.alphaTarget(alphaTarget);
- }
- },
- d3VelocityDecay: {
- "default": 0.4,
- triggerUpdate: false,
- onChange: function onChange(velocityDecay, state) {
- state.d3ForceLayout.velocityDecay(velocityDecay);
- }
- },
- ngraphPhysics: {
- "default": {
- // defaults from https://github.com/anvaka/ngraph.physics.simulator/blob/master/index.js
- timeStep: 20,
- gravity: -1.2,
- theta: 0.8,
- springLength: 30,
- springCoefficient: 0.0008,
- dragCoefficient: 0.02
- }
- },
- warmupTicks: {
- "default": 0,
- triggerUpdate: false
- },
- // how many times to tick the force engine at init before starting to render
- cooldownTicks: {
- "default": Infinity,
- triggerUpdate: false
- },
- cooldownTime: {
- "default": 15000,
- triggerUpdate: false
- },
- // ms
- onLoading: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onFinishLoading: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onUpdate: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onFinishUpdate: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onEngineTick: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onEngineStop: {
- "default": function _default() {},
- triggerUpdate: false
- }
- },
- methods: {
- refresh: function refresh(state) {
- state._flushObjects = true;
- state._rerender();
- return this;
- },
- // Expose d3 forces for external manipulation
- d3Force: function d3Force(state, forceName, forceFn) {
- if (forceFn === undefined) {
- return state.d3ForceLayout.force(forceName); // Force getter
- }
- state.d3ForceLayout.force(forceName, forceFn); // Force setter
- return this;
- },
- d3ReheatSimulation: function d3ReheatSimulation(state) {
- state.d3ForceLayout.alpha(1);
- this.resetCountdown();
- return this;
- },
- // reset cooldown state
- resetCountdown: function resetCountdown(state) {
- state.cntTicks = 0;
- state.startTickTime = new Date();
- state.engineRunning = true;
- return this;
- },
- tickFrame: function tickFrame(state) {
- var isD3Sim = state.forceEngine !== 'ngraph';
- if (state.engineRunning) {
- layoutTick();
- }
- updateArrows();
- updatePhotons();
- return this; //
- function layoutTick() {
- if (++state.cntTicks > state.cooldownTicks || new Date() - state.startTickTime > state.cooldownTime || isD3Sim && state.d3AlphaMin > 0 && state.d3ForceLayout.alpha() < state.d3AlphaMin) {
- state.engineRunning = false; // Stop ticking graph
- state.onEngineStop();
- } else {
- state.layout[isD3Sim ? 'tick' : 'step'](); // Tick it
- state.onEngineTick();
- } // Update nodes position
- state.graphData.nodes.forEach(function (node) {
- var obj = node.__threeObj;
- if (!obj) return;
- var pos = isD3Sim ? node : state.layout.getNodePosition(node[state.nodeId]);
- obj.position.x = pos.x;
- obj.position.y = pos.y || 0;
- obj.position.z = pos.z || 0;
- }); // Update links position
- var linkWidthAccessor = index$1(state.linkWidth);
- var linkCurvatureAccessor = index$1(state.linkCurvature);
- var linkCurveRotationAccessor = index$1(state.linkCurveRotation);
- var linkThreeObjectExtendAccessor = index$1(state.linkThreeObjectExtend);
- state.graphData.links.forEach(function (link) {
- var lineObj = link.__lineObj;
- if (!lineObj) return;
- var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
- var start = pos[isD3Sim ? 'source' : 'from'];
- var end = pos[isD3Sim ? 'target' : 'to'];
- if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
- calcLinkCurve(link); // calculate link curve for all links, including custom replaced, so it can be used in directional functionality
- var extendedObj = linkThreeObjectExtendAccessor(link);
- if (state.linkPositionUpdate && state.linkPositionUpdate(extendedObj ? lineObj.children[1] : lineObj, // pass child custom object if extending the default
- {
- start: {
- x: start.x,
- y: start.y,
- z: start.z
- },
- end: {
- x: end.x,
- y: end.y,
- z: end.z
- }
- }, link) && !extendedObj) {
- // exit if successfully custom updated position of non-extended obj
- return;
- }
- var curveResolution = 30; // # line segments
- var curve = link.__curve; // select default line obj if it's an extended group
- var line = lineObj.children.length ? lineObj.children[0] : lineObj;
- if (line.type === 'Line') {
- // Update line geometry
- if (!curve) {
- // straight line
- var linePos = line.geometry.getAttribute('position');
- if (!linePos || !linePos.array || linePos.array.length !== 6) {
- line.geometry[setAttributeFn]('position', linePos = new three$1$1.BufferAttribute(new Float32Array(2 * 3), 3));
- }
- linePos.array[0] = start.x;
- linePos.array[1] = start.y || 0;
- linePos.array[2] = start.z || 0;
- linePos.array[3] = end.x;
- linePos.array[4] = end.y || 0;
- linePos.array[5] = end.z || 0;
- linePos.needsUpdate = true;
- } else {
- // bezier curve line
- line.geometry.setFromPoints(curve.getPoints(curveResolution));
- }
- line.geometry.computeBoundingSphere();
- } else if (line.type === 'Mesh') {
- // Update cylinder geometry
- if (!curve) {
- // straight tube
- if (!line.geometry.type.match(/^Cylinder(Buffer)?Geometry$/)) {
- var linkWidth = Math.ceil(linkWidthAccessor(link) * 10) / 10;
- var r = linkWidth / 2;
- var geometry = new three$1$1.CylinderBufferGeometry(r, r, 1, state.linkResolution, 1, false);
- geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeTranslation(0, 1 / 2, 0));
- geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeRotationX(Math.PI / 2));
- line.geometry.dispose();
- line.geometry = geometry;
- }
- var vStart = new three$1$1.Vector3(start.x, start.y || 0, start.z || 0);
- var vEnd = new three$1$1.Vector3(end.x, end.y || 0, end.z || 0);
- var distance = vStart.distanceTo(vEnd);
- line.position.x = vStart.x;
- line.position.y = vStart.y;
- line.position.z = vStart.z;
- line.scale.z = distance;
- line.parent.localToWorld(vEnd); // lookAt requires world coords
- line.lookAt(vEnd);
- } else {
- // curved tube
- if (!line.geometry.type.match(/^Tube(Buffer)?Geometry$/)) {
- // reset object positioning
- line.position.set(0, 0, 0);
- line.rotation.set(0, 0, 0);
- line.scale.set(1, 1, 1);
- }
- var _linkWidth = Math.ceil(linkWidthAccessor(link) * 10) / 10;
- var _r = _linkWidth / 2;
- var _geometry = new three$1$1.TubeBufferGeometry(curve, curveResolution, _r, state.linkResolution, false);
- line.geometry.dispose();
- line.geometry = _geometry;
- }
- }
- }); //
- function calcLinkCurve(link) {
- var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
- var start = pos[isD3Sim ? 'source' : 'from'];
- var end = pos[isD3Sim ? 'target' : 'to'];
- if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
- var curvature = linkCurvatureAccessor(link);
- if (!curvature) {
- link.__curve = null; // Straight line
- } else {
- // bezier curve line (only for line types)
- var vStart = new three$1$1.Vector3(start.x, start.y || 0, start.z || 0);
- var vEnd = new three$1$1.Vector3(end.x, end.y || 0, end.z || 0);
- var l = vStart.distanceTo(vEnd); // line length
- var curve;
- var curveRotation = linkCurveRotationAccessor(link);
- if (l > 0) {
- var dx = end.x - start.x;
- var dy = end.y - start.y || 0;
- var vLine = new three$1$1.Vector3().subVectors(vEnd, vStart);
- var cp = vLine.clone().multiplyScalar(curvature).cross(dx !== 0 || dy !== 0 ? new three$1$1.Vector3(0, 0, 1) : new three$1$1.Vector3(0, 1, 0)) // avoid cross-product of parallel vectors (prefer Z, fallback to Y)
- .applyAxisAngle(vLine.normalize(), curveRotation) // rotate along line axis according to linkCurveRotation
- .add(new three$1$1.Vector3().addVectors(vStart, vEnd).divideScalar(2));
- curve = new three$1$1.QuadraticBezierCurve3(vStart, cp, vEnd);
- } else {
- // Same point, draw a loop
- var d = curvature * 70;
- var endAngle = -curveRotation; // Rotate clockwise (from Z angle perspective)
- var startAngle = endAngle + Math.PI / 2;
- curve = new three$1$1.CubicBezierCurve3(vStart, new three$1$1.Vector3(d * Math.cos(startAngle), d * Math.sin(startAngle), 0).add(vStart), new three$1$1.Vector3(d * Math.cos(endAngle), d * Math.sin(endAngle), 0).add(vStart), vEnd);
- }
- link.__curve = curve;
- }
- }
- }
- function updateArrows() {
- // update link arrow position
- var arrowRelPosAccessor = index$1(state.linkDirectionalArrowRelPos);
- var arrowLengthAccessor = index$1(state.linkDirectionalArrowLength);
- var nodeValAccessor = index$1(state.nodeVal);
- state.graphData.links.forEach(function (link) {
- var arrowObj = link.__arrowObj;
- if (!arrowObj) return;
- var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
- var start = pos[isD3Sim ? 'source' : 'from'];
- var end = pos[isD3Sim ? 'target' : 'to'];
- if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
- var startR = Math.sqrt(Math.max(0, nodeValAccessor(start) || 1)) * state.nodeRelSize;
- var endR = Math.sqrt(Math.max(0, nodeValAccessor(end) || 1)) * state.nodeRelSize;
- var arrowLength = arrowLengthAccessor(link);
- var arrowRelPos = arrowRelPosAccessor(link);
- var getPosAlongLine = link.__curve ? function (t) {
- return link.__curve.getPoint(t);
- } // interpolate along bezier curve
- : function (t) {
- // straight line: interpolate linearly
- var iplt = function iplt(dim, start, end, t) {
- return start[dim] + (end[dim] - start[dim]) * t || 0;
- };
- return {
- x: iplt('x', start, end, t),
- y: iplt('y', start, end, t),
- z: iplt('z', start, end, t)
- };
- };
- var lineLen = link.__curve ? link.__curve.getLength() : Math.sqrt(['x', 'y', 'z'].map(function (dim) {
- return Math.pow((end[dim] || 0) - (start[dim] || 0), 2);
- }).reduce(function (acc, v) {
- return acc + v;
- }, 0));
- var posAlongLine = startR + arrowLength + (lineLen - startR - endR - arrowLength) * arrowRelPos;
- var arrowHead = getPosAlongLine(posAlongLine / lineLen);
- var arrowTail = getPosAlongLine((posAlongLine - arrowLength) / lineLen);
- ['x', 'y', 'z'].forEach(function (dim) {
- return arrowObj.position[dim] = arrowTail[dim];
- });
- var headVec = _construct$1(three$1$1.Vector3, _toConsumableArray$1(['x', 'y', 'z'].map(function (c) {
- return arrowHead[c];
- })));
- arrowObj.parent.localToWorld(headVec); // lookAt requires world coords
- arrowObj.lookAt(headVec);
- });
- }
- function updatePhotons() {
- // update link particle positions
- var particleSpeedAccessor = index$1(state.linkDirectionalParticleSpeed);
- state.graphData.links.forEach(function (link) {
- var cyclePhotons = link.__photonsObj && link.__photonsObj.children;
- var singleHopPhotons = link.__singleHopPhotonsObj && link.__singleHopPhotonsObj.children;
- if ((!singleHopPhotons || !singleHopPhotons.length) && (!cyclePhotons || !cyclePhotons.length)) return;
- var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
- var start = pos[isD3Sim ? 'source' : 'from'];
- var end = pos[isD3Sim ? 'target' : 'to'];
- if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
- var particleSpeed = particleSpeedAccessor(link);
- var getPhotonPos = link.__curve ? function (t) {
- return link.__curve.getPoint(t);
- } // interpolate along bezier curve
- : function (t) {
- // straight line: interpolate linearly
- var iplt = function iplt(dim, start, end, t) {
- return start[dim] + (end[dim] - start[dim]) * t || 0;
- };
- return {
- x: iplt('x', start, end, t),
- y: iplt('y', start, end, t),
- z: iplt('z', start, end, t)
- };
- };
- var photons = [].concat(_toConsumableArray$1(cyclePhotons || []), _toConsumableArray$1(singleHopPhotons || []));
- photons.forEach(function (photon, idx) {
- var singleHop = photon.parent.__linkThreeObjType === 'singleHopPhotons';
- if (!photon.hasOwnProperty('__progressRatio')) {
- photon.__progressRatio = singleHop ? 0 : idx / cyclePhotons.length;
- }
- photon.__progressRatio += particleSpeed;
- if (photon.__progressRatio >= 1) {
- if (!singleHop) {
- photon.__progressRatio = photon.__progressRatio % 1;
- } else {
- // remove particle
- photon.parent.remove(photon);
- emptyObject(photon);
- return;
- }
- }
- var photonPosRatio = photon.__progressRatio;
- var pos = getPhotonPos(photonPosRatio);
- ['x', 'y', 'z'].forEach(function (dim) {
- return photon.position[dim] = pos[dim];
- });
- });
- });
- }
- },
- emitParticle: function emitParticle(state, link) {
- if (link) {
- if (!link.__singleHopPhotonsObj) {
- var obj = new three$1$1.Group();
- obj.__linkThreeObjType = 'singleHopPhotons';
- link.__singleHopPhotonsObj = obj;
- state.graphScene.add(obj);
- }
- var particleWidthAccessor = index$1(state.linkDirectionalParticleWidth);
- var photonR = Math.ceil(particleWidthAccessor(link) * 10) / 10 / 2;
- var numSegments = state.linkDirectionalParticleResolution;
- var particleGeometry = new three$1$1.SphereBufferGeometry(photonR, numSegments, numSegments);
- var linkColorAccessor = index$1(state.linkColor);
- var particleColorAccessor = index$1(state.linkDirectionalParticleColor);
- var photonColor = particleColorAccessor(link) || linkColorAccessor(link) || '#f0f0f0';
- var materialColor = new three$1$1.Color(colorStr2Hex(photonColor));
- var opacity = state.linkOpacity * 3;
- var particleMaterial = new three$1$1.MeshLambertMaterial({
- color: materialColor,
- transparent: true,
- opacity: opacity
- }); // add a single hop particle
- link.__singleHopPhotonsObj.add(new three$1$1.Mesh(particleGeometry, particleMaterial));
- }
- return this;
- },
- getGraphBbox: function getGraphBbox(state) {
- var nodeFilter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
- return true;
- };
- if (!state.initialised) return null; // recursively collect all nested geometries bboxes
- var bboxes = function getBboxes(obj) {
- var bboxes = [];
- if (obj.geometry) {
- obj.geometry.computeBoundingBox();
- var box = new three$1$1.Box3();
- box.copy(obj.geometry.boundingBox).applyMatrix4(obj.matrixWorld);
- bboxes.push(box);
- }
- return bboxes.concat.apply(bboxes, _toConsumableArray$1((obj.children || []).filter(function (obj) {
- return !obj.hasOwnProperty('__graphObjType') || obj.__graphObjType === 'node' && nodeFilter(obj.__data);
- } // exclude filtered out nodes
- ).map(getBboxes)));
- }(state.graphScene);
- if (!bboxes.length) return null; // extract global x,y,z min/max
- return Object.assign.apply(Object, _toConsumableArray$1(['x', 'y', 'z'].map(function (c) {
- return _defineProperty$1({}, c, [min(bboxes, function (bb) {
- return bb.min[c];
- }), max(bboxes, function (bb) {
- return bb.max[c];
- })]);
- })));
- }
- },
- stateInit: function stateInit() {
- return {
- d3ForceLayout: forceSimulation().force('link', forceLink()).force('charge', forceManyBody()).force('center', forceCenter()).force('dagRadial', null).stop(),
- engineRunning: false
- };
- },
- init: function init(threeObj, state) {
- // Main three object to manipulate
- state.graphScene = threeObj;
- },
- update: function update(state, changedProps) {
- var hasAnyPropChanged = function hasAnyPropChanged(propList) {
- return propList.some(function (p) {
- return changedProps.hasOwnProperty(p);
- });
- };
- state.engineRunning = false; // pause simulation
- state.onUpdate();
- if (state.nodeAutoColorBy !== null && hasAnyPropChanged(['nodeAutoColorBy', 'graphData', 'nodeColor'])) {
- // Auto add color to uncolored nodes
- autoColorObjects(state.graphData.nodes, index$1(state.nodeAutoColorBy), state.nodeColor);
- }
- if (state.linkAutoColorBy !== null && hasAnyPropChanged(['linkAutoColorBy', 'graphData', 'linkColor'])) {
- // Auto add color to uncolored links
- autoColorObjects(state.graphData.links, index$1(state.linkAutoColorBy), state.linkColor);
- } // Digest nodes WebGL objects
- if (state._flushObjects || hasAnyPropChanged(['graphData', 'nodeThreeObject', 'nodeThreeObjectExtend', 'nodeVal', 'nodeColor', 'nodeVisibility', 'nodeRelSize', 'nodeResolution', 'nodeOpacity'])) {
- var customObjectAccessor = index$1(state.nodeThreeObject);
- var customObjectExtendAccessor = index$1(state.nodeThreeObjectExtend);
- var valAccessor = index$1(state.nodeVal);
- var colorAccessor = index$1(state.nodeColor);
- var visibilityAccessor = index$1(state.nodeVisibility);
- var sphereGeometries = {}; // indexed by node value
- var sphereMaterials = {}; // indexed by color
- threeDigest(state.graphData.nodes.filter(visibilityAccessor), state.graphScene, {
- purge: state._flushObjects || hasAnyPropChanged([// recreate objects if any of these props have changed
- 'nodeThreeObject', 'nodeThreeObjectExtend']),
- objFilter: function objFilter(obj) {
- return obj.__graphObjType === 'node';
- },
- createObj: function createObj(node) {
- var customObj = customObjectAccessor(node);
- var extendObj = customObjectExtendAccessor(node);
- if (customObj && state.nodeThreeObject === customObj) {
- // clone object if it's a shared object among all nodes
- customObj = customObj.clone();
- }
- var obj;
- if (customObj && !extendObj) {
- obj = customObj;
- } else {
- // Add default object (sphere mesh)
- obj = new three$1$1.Mesh();
- obj.__graphDefaultObj = true;
- if (customObj && extendObj) {
- obj.add(customObj); // extend default with custom
- }
- }
- obj.__graphObjType = 'node'; // Add object type
- return obj;
- },
- updateObj: function updateObj(obj, node) {
- if (obj.__graphDefaultObj) {
- // bypass internal updates for custom node objects
- var val = valAccessor(node) || 1;
- var radius = Math.cbrt(val) * state.nodeRelSize;
- var numSegments = state.nodeResolution;
- if (!obj.geometry.type.match(/^Sphere(Buffer)?Geometry$/) || obj.geometry.parameters.radius !== radius || obj.geometry.parameters.widthSegments !== numSegments) {
- if (!sphereGeometries.hasOwnProperty(val)) {
- sphereGeometries[val] = new three$1$1.SphereBufferGeometry(radius, numSegments, numSegments);
- }
- obj.geometry.dispose();
- obj.geometry = sphereGeometries[val];
- }
- var color = colorAccessor(node);
- var materialColor = new three$1$1.Color(colorStr2Hex(color || '#ffffaa'));
- var opacity = state.nodeOpacity * colorAlpha(color);
- if (obj.material.type !== 'MeshLambertMaterial' || !obj.material.color.equals(materialColor) || obj.material.opacity !== opacity) {
- if (!sphereMaterials.hasOwnProperty(color)) {
- sphereMaterials[color] = new three$1$1.MeshLambertMaterial({
- color: materialColor,
- transparent: true,
- opacity: opacity
- });
- }
- obj.material.dispose();
- obj.material = sphereMaterials[color];
- }
- }
- }
- });
- } // Digest links WebGL objects
- if (state._flushObjects || hasAnyPropChanged(['graphData', 'linkThreeObject', 'linkThreeObjectExtend', 'linkMaterial', 'linkColor', 'linkWidth', 'linkVisibility', 'linkResolution', 'linkOpacity', 'linkDirectionalArrowLength', 'linkDirectionalArrowColor', 'linkDirectionalArrowResolution', 'linkDirectionalParticles', 'linkDirectionalParticleWidth', 'linkDirectionalParticleColor', 'linkDirectionalParticleResolution'])) {
- var _customObjectAccessor = index$1(state.linkThreeObject);
- var _customObjectExtendAccessor = index$1(state.linkThreeObjectExtend);
- var customMaterialAccessor = index$1(state.linkMaterial);
- var _visibilityAccessor = index$1(state.linkVisibility);
- var _colorAccessor = index$1(state.linkColor);
- var widthAccessor = index$1(state.linkWidth);
- var cylinderGeometries = {}; // indexed by link width
- var lambertLineMaterials = {}; // for cylinder objects, indexed by link color
- var basicLineMaterials = {}; // for line objects, indexed by link color
- var visibleLinks = state.graphData.links.filter(_visibilityAccessor); // lines digest cycle
- threeDigest(visibleLinks, state.graphScene, {
- objBindAttr: '__lineObj',
- purge: state._flushObjects || hasAnyPropChanged([// recreate objects if any of these props have changed
- 'linkThreeObject', 'linkThreeObjectExtend', 'linkWidth']),
- objFilter: function objFilter(obj) {
- return obj.__graphObjType === 'link';
- },
- createObj: function createObj(link) {
- var customObj = _customObjectAccessor(link);
- var extendObj = _customObjectExtendAccessor(link);
- if (customObj && state.linkThreeObject === customObj) {
- // clone object if it's a shared object among all links
- customObj = customObj.clone();
- }
- var defaultObj;
- if (!customObj || extendObj) {
- // construct default line obj
- var useCylinder = !!widthAccessor(link);
- if (useCylinder) {
- defaultObj = new three$1$1.Mesh();
- } else {
- // Use plain line (constant width)
- var lineGeometry = new three$1$1.BufferGeometry();
- lineGeometry[setAttributeFn]('position', new three$1$1.BufferAttribute(new Float32Array(2 * 3), 3));
- defaultObj = new three$1$1.Line(lineGeometry);
- }
- }
- var obj;
- if (!customObj) {
- obj = defaultObj;
- obj.__graphDefaultObj = true;
- } else {
- if (!extendObj) {
- // use custom object
- obj = customObj;
- } else {
- // extend default with custom in a group
- obj = new three$1$1.Group();
- obj.__graphDefaultObj = true;
- obj.add(defaultObj);
- obj.add(customObj);
- }
- }
- obj.renderOrder = 10; // Prevent visual glitches of dark lines on top of nodes by rendering them last
- obj.__graphObjType = 'link'; // Add object type
- return obj;
- },
- updateObj: function updateObj(updObj, link) {
- if (updObj.__graphDefaultObj) {
- // bypass internal updates for custom link objects
- // select default object if it's an extended group
- var obj = updObj.children.length ? updObj.children[0] : updObj;
- var linkWidth = Math.ceil(widthAccessor(link) * 10) / 10;
- var useCylinder = !!linkWidth;
- if (useCylinder) {
- var r = linkWidth / 2;
- var numSegments = state.linkResolution;
- if (!obj.geometry.type.match(/^Cylinder(Buffer)?Geometry$/) || obj.geometry.parameters.radiusTop !== r || obj.geometry.parameters.radialSegments !== numSegments) {
- if (!cylinderGeometries.hasOwnProperty(linkWidth)) {
- var geometry = new three$1$1.CylinderBufferGeometry(r, r, 1, numSegments, 1, false);
- geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeTranslation(0, 1 / 2, 0));
- geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeRotationX(Math.PI / 2));
- cylinderGeometries[linkWidth] = geometry;
- }
- obj.geometry.dispose();
- obj.geometry = cylinderGeometries[linkWidth];
- }
- }
- var customMaterial = customMaterialAccessor(link);
- if (customMaterial) {
- obj.material = customMaterial;
- } else {
- var color = _colorAccessor(link);
- var materialColor = new three$1$1.Color(colorStr2Hex(color || '#f0f0f0'));
- var opacity = state.linkOpacity * colorAlpha(color);
- var materialType = useCylinder ? 'MeshLambertMaterial' : 'LineBasicMaterial';
- if (obj.material.type !== materialType || !obj.material.color.equals(materialColor) || obj.material.opacity !== opacity) {
- var lineMaterials = useCylinder ? lambertLineMaterials : basicLineMaterials;
- if (!lineMaterials.hasOwnProperty(color)) {
- lineMaterials[color] = new three$1$1[materialType]({
- color: materialColor,
- transparent: opacity < 1,
- opacity: opacity,
- depthWrite: opacity >= 1 // Prevent transparency issues
- });
- }
- obj.material.dispose();
- obj.material = lineMaterials[color];
- }
- }
- }
- }
- }); // Arrows digest cycle
- if (state.linkDirectionalArrowLength || changedProps.hasOwnProperty('linkDirectionalArrowLength')) {
- var arrowLengthAccessor = index$1(state.linkDirectionalArrowLength);
- var arrowColorAccessor = index$1(state.linkDirectionalArrowColor);
- threeDigest(visibleLinks.filter(arrowLengthAccessor), state.graphScene, {
- objBindAttr: '__arrowObj',
- objFilter: function objFilter(obj) {
- return obj.__linkThreeObjType === 'arrow';
- },
- createObj: function createObj() {
- var obj = new three$1$1.Mesh(undefined, new three$1$1.MeshLambertMaterial({
- transparent: true
- }));
- obj.__linkThreeObjType = 'arrow'; // Add object type
- return obj;
- },
- updateObj: function updateObj(obj, link) {
- var arrowLength = arrowLengthAccessor(link);
- var numSegments = state.linkDirectionalArrowResolution;
- if (!obj.geometry.type.match(/^Cone(Buffer)?Geometry$/) || obj.geometry.parameters.height !== arrowLength || obj.geometry.parameters.radialSegments !== numSegments) {
- var coneGeometry = new three$1$1.ConeBufferGeometry(arrowLength * 0.25, arrowLength, numSegments); // Correct orientation
- coneGeometry.translate(0, arrowLength / 2, 0);
- coneGeometry.rotateX(Math.PI / 2);
- obj.geometry.dispose();
- obj.geometry = coneGeometry;
- }
- obj.material.color = new three$1$1.Color(arrowColorAccessor(link) || _colorAccessor(link) || '#f0f0f0');
- obj.material.opacity = state.linkOpacity * 3;
- }
- });
- } // Photon particles digest cycle
- if (state.linkDirectionalParticles || changedProps.hasOwnProperty('linkDirectionalParticles')) {
- var particlesAccessor = index$1(state.linkDirectionalParticles);
- var particleWidthAccessor = index$1(state.linkDirectionalParticleWidth);
- var particleColorAccessor = index$1(state.linkDirectionalParticleColor);
- var particleMaterials = {}; // indexed by link color
- var particleGeometries = {}; // indexed by particle width
- threeDigest(visibleLinks.filter(particlesAccessor), state.graphScene, {
- objBindAttr: '__photonsObj',
- objFilter: function objFilter(obj) {
- return obj.__linkThreeObjType === 'photons';
- },
- createObj: function createObj() {
- var obj = new three$1$1.Group();
- obj.__linkThreeObjType = 'photons'; // Add object type
- return obj;
- },
- updateObj: function updateObj(obj, link) {
- var numPhotons = Math.round(Math.abs(particlesAccessor(link)));
- var curPhoton = !!obj.children.length && obj.children[0];
- var photonR = Math.ceil(particleWidthAccessor(link) * 10) / 10 / 2;
- var numSegments = state.linkDirectionalParticleResolution;
- var particleGeometry;
- if (curPhoton && curPhoton.geometry.parameters.radius === photonR && curPhoton.geometry.parameters.widthSegments === numSegments) {
- particleGeometry = curPhoton.geometry;
- } else {
- if (!particleGeometries.hasOwnProperty(photonR)) {
- particleGeometries[photonR] = new three$1$1.SphereBufferGeometry(photonR, numSegments, numSegments);
- }
- particleGeometry = particleGeometries[photonR];
- curPhoton && curPhoton.geometry.dispose();
- }
- var photonColor = particleColorAccessor(link) || _colorAccessor(link) || '#f0f0f0';
- var materialColor = new three$1$1.Color(colorStr2Hex(photonColor));
- var opacity = state.linkOpacity * 3;
- var particleMaterial;
- if (curPhoton && curPhoton.material.color.equals(materialColor) && curPhoton.material.opacity === opacity) {
- particleMaterial = curPhoton.material;
- } else {
- if (!particleMaterials.hasOwnProperty(photonColor)) {
- particleMaterials[photonColor] = new three$1$1.MeshLambertMaterial({
- color: materialColor,
- transparent: true,
- opacity: opacity
- });
- }
- particleMaterial = particleMaterials[photonColor];
- curPhoton && curPhoton.material.dispose();
- } // digest cycle for each photon
- threeDigest(_toConsumableArray$1(new Array(numPhotons)).map(function (_, idx) {
- return {
- idx: idx
- };
- }), obj, {
- idAccessor: function idAccessor(d) {
- return d.idx;
- },
- createObj: function createObj() {
- return new three$1$1.Mesh(particleGeometry, particleMaterial);
- },
- updateObj: function updateObj(obj) {
- obj.geometry = particleGeometry;
- obj.material = particleMaterial;
- }
- });
- }
- });
- }
- }
- state._flushObjects = false; // reset objects refresh flag
- // simulation engine
- if (hasAnyPropChanged(['graphData', 'nodeId', 'linkSource', 'linkTarget', 'numDimensions', 'forceEngine', 'dagMode', 'dagNodeFilter', 'dagLevelDistance'])) {
- state.engineRunning = false; // Pause simulation
- // parse links
- state.graphData.links.forEach(function (link) {
- link.source = link[state.linkSource];
- link.target = link[state.linkTarget];
- }); // Feed data to force-directed layout
- var isD3Sim = state.forceEngine !== 'ngraph';
- var layout;
- if (isD3Sim) {
- // D3-force
- (layout = state.d3ForceLayout).stop().alpha(1) // re-heat the simulation
- .numDimensions(state.numDimensions).nodes(state.graphData.nodes); // add links (if link force is still active)
- var linkForce = state.d3ForceLayout.force('link');
- if (linkForce) {
- linkForce.id(function (d) {
- return d[state.nodeId];
- }).links(state.graphData.links);
- } // setup dag force constraints
- var nodeDepths = state.dagMode && getDagDepths(state.graphData, function (node) {
- return node[state.nodeId];
- }, {
- nodeFilter: state.dagNodeFilter,
- onLoopError: state.onDagError || undefined
- });
- var maxDepth = Math.max.apply(Math, _toConsumableArray$1(Object.values(nodeDepths || [])));
- var dagLevelDistance = state.dagLevelDistance || state.graphData.nodes.length / (maxDepth || 1) * DAG_LEVEL_NODE_RATIO * (['radialin', 'radialout'].indexOf(state.dagMode) !== -1 ? 0.7 : 1); // Fix nodes to x,y,z for dag mode
- if (state.dagMode) {
- var getFFn = function getFFn(fix, invert) {
- return function (node) {
- return !fix ? undefined : (nodeDepths[node[state.nodeId]] - maxDepth / 2) * dagLevelDistance * (invert ? -1 : 1);
- };
- };
- var fxFn = getFFn(['lr', 'rl'].indexOf(state.dagMode) !== -1, state.dagMode === 'rl');
- var fyFn = getFFn(['td', 'bu'].indexOf(state.dagMode) !== -1, state.dagMode === 'td');
- var fzFn = getFFn(['zin', 'zout'].indexOf(state.dagMode) !== -1, state.dagMode === 'zout');
- state.graphData.nodes.filter(state.dagNodeFilter).forEach(function (node) {
- node.fx = fxFn(node);
- node.fy = fyFn(node);
- node.fz = fzFn(node);
- });
- } // Use radial force for radial dags
- state.d3ForceLayout.force('dagRadial', ['radialin', 'radialout'].indexOf(state.dagMode) !== -1 ? forceRadial(function (node) {
- var nodeDepth = nodeDepths[node[state.nodeId]] || -1;
- return (state.dagMode === 'radialin' ? maxDepth - nodeDepth : nodeDepth) * dagLevelDistance;
- }).strength(function (node) {
- return state.dagNodeFilter(node) ? 1 : 0;
- }) : null);
- } else {
- // ngraph
- var _graph = ngraph.graph();
- state.graphData.nodes.forEach(function (node) {
- _graph.addNode(node[state.nodeId]);
- });
- state.graphData.links.forEach(function (link) {
- _graph.addLink(link.source, link.target);
- });
- layout = ngraph.forcelayout(_graph, _objectSpread2({
- dimensions: state.numDimensions
- }, state.ngraphPhysics));
- layout.graph = _graph; // Attach graph reference to layout
- }
- for (var i = 0; i < state.warmupTicks && !(isD3Sim && state.d3AlphaMin > 0 && state.d3ForceLayout.alpha() < state.d3AlphaMin); i++) {
- layout[isD3Sim ? "tick" : "step"]();
- } // Initial ticks before starting to render
- state.layout = layout;
- this.resetCountdown();
- }
- state.engineRunning = true; // resume simulation
- state.onFinishUpdate();
- }
- });
- function fromKapsule (kapsule) {
- var baseClass = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Object;
- var initKapsuleWithSelf = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
- var FromKapsule = /*#__PURE__*/function (_baseClass) {
- _inherits(FromKapsule, _baseClass);
- var _super = _createSuper(FromKapsule);
- function FromKapsule() {
- var _this;
- _classCallCheck(this, FromKapsule);
- for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
- args[_key] = arguments[_key];
- }
- _this = _super.call.apply(_super, [this].concat(args));
- _this.__kapsuleInstance = kapsule().apply(void 0, [].concat(_toConsumableArray$1(initKapsuleWithSelf ? [_assertThisInitialized$1(_this)] : []), args));
- return _this;
- }
- return FromKapsule;
- }(baseClass); // attach kapsule props/methods to class prototype
- Object.keys(kapsule()).forEach(function (m) {
- return FromKapsule.prototype[m] = function () {
- var _this$__kapsuleInstan;
- var returnVal = (_this$__kapsuleInstan = this.__kapsuleInstance)[m].apply(_this$__kapsuleInstan, arguments);
- return returnVal === this.__kapsuleInstance ? this // chain based on this class, not the kapsule obj
- : returnVal;
- };
- });
- return FromKapsule;
- }
- var three$2 = window.THREE ? window.THREE : {
- Group: Group$1
- }; // Prefer consumption from global THREE, if exists
- var threeForcegraph = fromKapsule(ForceGraph, three$2.Group, true);
- const _changeEvent$2 = { type: 'change' };
- const _startEvent$1 = { type: 'start' };
- const _endEvent$1 = { type: 'end' };
- class TrackballControls extends EventDispatcher {
- constructor( object, domElement ) {
- super();
- if ( domElement === undefined ) console.warn( 'THREE.TrackballControls: The second parameter "domElement" is now mandatory.' );
- if ( domElement === document ) console.error( 'THREE.TrackballControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' );
- const scope = this;
- const STATE = { NONE: - 1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 };
- this.object = object;
- this.domElement = domElement;
- this.domElement.style.touchAction = 'none'; // disable touch scroll
- // API
- this.enabled = true;
- this.screen = { left: 0, top: 0, width: 0, height: 0 };
- this.rotateSpeed = 1.0;
- this.zoomSpeed = 1.2;
- this.panSpeed = 0.3;
- this.noRotate = false;
- this.noZoom = false;
- this.noPan = false;
- this.staticMoving = false;
- this.dynamicDampingFactor = 0.2;
- this.minDistance = 0;
- this.maxDistance = Infinity;
- this.keys = [ 'KeyA' /*A*/, 'KeyS' /*S*/, 'KeyD' /*D*/ ];
- this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };
- // internals
- this.target = new Vector3();
- const EPS = 0.000001;
- const lastPosition = new Vector3();
- let lastZoom = 1;
- let _state = STATE.NONE,
- _keyState = STATE.NONE,
- _touchZoomDistanceStart = 0,
- _touchZoomDistanceEnd = 0,
- _lastAngle = 0;
- const _eye = new Vector3(),
- _movePrev = new Vector2(),
- _moveCurr = new Vector2(),
- _lastAxis = new Vector3(),
- _zoomStart = new Vector2(),
- _zoomEnd = new Vector2(),
- _panStart = new Vector2(),
- _panEnd = new Vector2(),
- _pointers = [],
- _pointerPositions = {};
- // for reset
- this.target0 = this.target.clone();
- this.position0 = this.object.position.clone();
- this.up0 = this.object.up.clone();
- this.zoom0 = this.object.zoom;
- // methods
- this.handleResize = function () {
- const box = scope.domElement.getBoundingClientRect();
- // adjustments come from similar code in the jquery offset() function
- const d = scope.domElement.ownerDocument.documentElement;
- scope.screen.left = box.left + window.pageXOffset - d.clientLeft;
- scope.screen.top = box.top + window.pageYOffset - d.clientTop;
- scope.screen.width = box.width;
- scope.screen.height = box.height;
- };
- const getMouseOnScreen = ( function () {
- const vector = new Vector2();
- return function getMouseOnScreen( pageX, pageY ) {
- vector.set(
- ( pageX - scope.screen.left ) / scope.screen.width,
- ( pageY - scope.screen.top ) / scope.screen.height
- );
- return vector;
- };
- }() );
- const getMouseOnCircle = ( function () {
- const vector = new Vector2();
- return function getMouseOnCircle( pageX, pageY ) {
- vector.set(
- ( ( pageX - scope.screen.width * 0.5 - scope.screen.left ) / ( scope.screen.width * 0.5 ) ),
- ( ( scope.screen.height + 2 * ( scope.screen.top - pageY ) ) / scope.screen.width ) // screen.width intentional
- );
- return vector;
- };
- }() );
- this.rotateCamera = ( function () {
- const axis = new Vector3(),
- quaternion = new Quaternion(),
- eyeDirection = new Vector3(),
- objectUpDirection = new Vector3(),
- objectSidewaysDirection = new Vector3(),
- moveDirection = new Vector3();
- return function rotateCamera() {
- moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 );
- let angle = moveDirection.length();
- if ( angle ) {
- _eye.copy( scope.object.position ).sub( scope.target );
- eyeDirection.copy( _eye ).normalize();
- objectUpDirection.copy( scope.object.up ).normalize();
- objectSidewaysDirection.crossVectors( objectUpDirection, eyeDirection ).normalize();
- objectUpDirection.setLength( _moveCurr.y - _movePrev.y );
- objectSidewaysDirection.setLength( _moveCurr.x - _movePrev.x );
- moveDirection.copy( objectUpDirection.add( objectSidewaysDirection ) );
- axis.crossVectors( moveDirection, _eye ).normalize();
- angle *= scope.rotateSpeed;
- quaternion.setFromAxisAngle( axis, angle );
- _eye.applyQuaternion( quaternion );
- scope.object.up.applyQuaternion( quaternion );
- _lastAxis.copy( axis );
- _lastAngle = angle;
- } else if ( ! scope.staticMoving && _lastAngle ) {
- _lastAngle *= Math.sqrt( 1.0 - scope.dynamicDampingFactor );
- _eye.copy( scope.object.position ).sub( scope.target );
- quaternion.setFromAxisAngle( _lastAxis, _lastAngle );
- _eye.applyQuaternion( quaternion );
- scope.object.up.applyQuaternion( quaternion );
- }
- _movePrev.copy( _moveCurr );
- };
- }() );
- this.zoomCamera = function () {
- let factor;
- if ( _state === STATE.TOUCH_ZOOM_PAN ) {
- factor = _touchZoomDistanceStart / _touchZoomDistanceEnd;
- _touchZoomDistanceStart = _touchZoomDistanceEnd;
- if ( scope.object.isPerspectiveCamera ) {
- _eye.multiplyScalar( factor );
- } else if ( scope.object.isOrthographicCamera ) {
- scope.object.zoom *= factor;
- scope.object.updateProjectionMatrix();
- } else {
- console.warn( 'THREE.TrackballControls: Unsupported camera type' );
- }
- } else {
- factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * scope.zoomSpeed;
- if ( factor !== 1.0 && factor > 0.0 ) {
- if ( scope.object.isPerspectiveCamera ) {
- _eye.multiplyScalar( factor );
- } else if ( scope.object.isOrthographicCamera ) {
- scope.object.zoom /= factor;
- scope.object.updateProjectionMatrix();
- } else {
- console.warn( 'THREE.TrackballControls: Unsupported camera type' );
- }
- }
- if ( scope.staticMoving ) {
- _zoomStart.copy( _zoomEnd );
- } else {
- _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor;
- }
- }
- };
- this.panCamera = ( function () {
- const mouseChange = new Vector2(),
- objectUp = new Vector3(),
- pan = new Vector3();
- return function panCamera() {
- mouseChange.copy( _panEnd ).sub( _panStart );
- if ( mouseChange.lengthSq() ) {
- if ( scope.object.isOrthographicCamera ) {
- const scale_x = ( scope.object.right - scope.object.left ) / scope.object.zoom / scope.domElement.clientWidth;
- const scale_y = ( scope.object.top - scope.object.bottom ) / scope.object.zoom / scope.domElement.clientWidth;
- mouseChange.x *= scale_x;
- mouseChange.y *= scale_y;
- }
- mouseChange.multiplyScalar( _eye.length() * scope.panSpeed );
- pan.copy( _eye ).cross( scope.object.up ).setLength( mouseChange.x );
- pan.add( objectUp.copy( scope.object.up ).setLength( mouseChange.y ) );
- scope.object.position.add( pan );
- scope.target.add( pan );
- if ( scope.staticMoving ) {
- _panStart.copy( _panEnd );
- } else {
- _panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( scope.dynamicDampingFactor ) );
- }
- }
- };
- }() );
- this.checkDistances = function () {
- if ( ! scope.noZoom || ! scope.noPan ) {
- if ( _eye.lengthSq() > scope.maxDistance * scope.maxDistance ) {
- scope.object.position.addVectors( scope.target, _eye.setLength( scope.maxDistance ) );
- _zoomStart.copy( _zoomEnd );
- }
- if ( _eye.lengthSq() < scope.minDistance * scope.minDistance ) {
- scope.object.position.addVectors( scope.target, _eye.setLength( scope.minDistance ) );
- _zoomStart.copy( _zoomEnd );
- }
- }
- };
- this.update = function () {
- _eye.subVectors( scope.object.position, scope.target );
- if ( ! scope.noRotate ) {
- scope.rotateCamera();
- }
- if ( ! scope.noZoom ) {
- scope.zoomCamera();
- }
- if ( ! scope.noPan ) {
- scope.panCamera();
- }
- scope.object.position.addVectors( scope.target, _eye );
- if ( scope.object.isPerspectiveCamera ) {
- scope.checkDistances();
- scope.object.lookAt( scope.target );
- if ( lastPosition.distanceToSquared( scope.object.position ) > EPS ) {
- scope.dispatchEvent( _changeEvent$2 );
- lastPosition.copy( scope.object.position );
- }
- } else if ( scope.object.isOrthographicCamera ) {
- scope.object.lookAt( scope.target );
- if ( lastPosition.distanceToSquared( scope.object.position ) > EPS || lastZoom !== scope.object.zoom ) {
- scope.dispatchEvent( _changeEvent$2 );
- lastPosition.copy( scope.object.position );
- lastZoom = scope.object.zoom;
- }
- } else {
- console.warn( 'THREE.TrackballControls: Unsupported camera type' );
- }
- };
- this.reset = function () {
- _state = STATE.NONE;
- _keyState = STATE.NONE;
- scope.target.copy( scope.target0 );
- scope.object.position.copy( scope.position0 );
- scope.object.up.copy( scope.up0 );
- scope.object.zoom = scope.zoom0;
- scope.object.updateProjectionMatrix();
- _eye.subVectors( scope.object.position, scope.target );
- scope.object.lookAt( scope.target );
- scope.dispatchEvent( _changeEvent$2 );
- lastPosition.copy( scope.object.position );
- lastZoom = scope.object.zoom;
- };
- // listeners
- function onPointerDown( event ) {
- if ( scope.enabled === false ) return;
- if ( _pointers.length === 0 ) {
- scope.domElement.ownerDocument.addEventListener( 'pointermove', onPointerMove );
- scope.domElement.ownerDocument.addEventListener( 'pointerup', onPointerUp );
- }
- //
- addPointer( event );
- if ( event.pointerType === 'touch' ) {
- onTouchStart( event );
- } else {
- onMouseDown( event );
- }
- }
- function onPointerMove( event ) {
- if ( scope.enabled === false ) return;
- if ( event.pointerType === 'touch' ) {
- onTouchMove( event );
- } else {
- onMouseMove( event );
- }
- }
- function onPointerUp( event ) {
- if ( scope.enabled === false ) return;
- if ( event.pointerType === 'touch' ) {
- onTouchEnd( event );
- } else {
- onMouseUp();
- }
- //
- removePointer( event );
- if ( _pointers.length === 0 ) {
- scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove );
- scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp );
- }
- }
- function onPointerCancel( event ) {
- removePointer( event );
- }
- function keydown( event ) {
- if ( scope.enabled === false ) return;
- window.removeEventListener( 'keydown', keydown );
- if ( _keyState !== STATE.NONE ) {
- return;
- } else if ( event.code === scope.keys[ STATE.ROTATE ] && ! scope.noRotate ) {
- _keyState = STATE.ROTATE;
- } else if ( event.code === scope.keys[ STATE.ZOOM ] && ! scope.noZoom ) {
- _keyState = STATE.ZOOM;
- } else if ( event.code === scope.keys[ STATE.PAN ] && ! scope.noPan ) {
- _keyState = STATE.PAN;
- }
- }
- function keyup() {
- if ( scope.enabled === false ) return;
- _keyState = STATE.NONE;
- window.addEventListener( 'keydown', keydown );
- }
- function onMouseDown( event ) {
- if ( _state === STATE.NONE ) {
- switch ( event.button ) {
- case scope.mouseButtons.LEFT:
- _state = STATE.ROTATE;
- break;
- case scope.mouseButtons.MIDDLE:
- _state = STATE.ZOOM;
- break;
- case scope.mouseButtons.RIGHT:
- _state = STATE.PAN;
- break;
- default:
- _state = STATE.NONE;
- }
- }
- const state = ( _keyState !== STATE.NONE ) ? _keyState : _state;
- if ( state === STATE.ROTATE && ! scope.noRotate ) {
- _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
- _movePrev.copy( _moveCurr );
- } else if ( state === STATE.ZOOM && ! scope.noZoom ) {
- _zoomStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
- _zoomEnd.copy( _zoomStart );
- } else if ( state === STATE.PAN && ! scope.noPan ) {
- _panStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
- _panEnd.copy( _panStart );
- }
- scope.domElement.ownerDocument.addEventListener( 'pointermove', onPointerMove );
- scope.domElement.ownerDocument.addEventListener( 'pointerup', onPointerUp );
- scope.dispatchEvent( _startEvent$1 );
- }
- function onMouseMove( event ) {
- const state = ( _keyState !== STATE.NONE ) ? _keyState : _state;
- if ( state === STATE.ROTATE && ! scope.noRotate ) {
- _movePrev.copy( _moveCurr );
- _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
- } else if ( state === STATE.ZOOM && ! scope.noZoom ) {
- _zoomEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );
- } else if ( state === STATE.PAN && ! scope.noPan ) {
- _panEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );
- }
- }
- function onMouseUp() {
- _state = STATE.NONE;
- scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove );
- scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp );
- scope.dispatchEvent( _endEvent$1 );
- }
- function onMouseWheel( event ) {
- if ( scope.enabled === false ) return;
- if ( scope.noZoom === true ) return;
- event.preventDefault();
- switch ( event.deltaMode ) {
- case 2:
- // Zoom in pages
- _zoomStart.y -= event.deltaY * 0.025;
- break;
- case 1:
- // Zoom in lines
- _zoomStart.y -= event.deltaY * 0.01;
- break;
- default:
- // undefined, 0, assume pixels
- _zoomStart.y -= event.deltaY * 0.00025;
- break;
- }
- scope.dispatchEvent( _startEvent$1 );
- scope.dispatchEvent( _endEvent$1 );
- }
- function onTouchStart( event ) {
- trackPointer( event );
- switch ( _pointers.length ) {
- case 1:
- _state = STATE.TOUCH_ROTATE;
- _moveCurr.copy( getMouseOnCircle( _pointers[ 0 ].pageX, _pointers[ 0 ].pageY ) );
- _movePrev.copy( _moveCurr );
- break;
- default: // 2 or more
- _state = STATE.TOUCH_ZOOM_PAN;
- const dx = _pointers[ 0 ].pageX - _pointers[ 1 ].pageX;
- const dy = _pointers[ 0 ].pageY - _pointers[ 1 ].pageY;
- _touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy );
- const x = ( _pointers[ 0 ].pageX + _pointers[ 1 ].pageX ) / 2;
- const y = ( _pointers[ 0 ].pageY + _pointers[ 1 ].pageY ) / 2;
- _panStart.copy( getMouseOnScreen( x, y ) );
- _panEnd.copy( _panStart );
- break;
- }
- scope.dispatchEvent( _startEvent$1 );
- }
- function onTouchMove( event ) {
- trackPointer( event );
- switch ( _pointers.length ) {
- case 1:
- _movePrev.copy( _moveCurr );
- _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
- break;
- default: // 2 or more
- const position = getSecondPointerPosition( event );
- const dx = event.pageX - position.x;
- const dy = event.pageY - position.y;
- _touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy );
- const x = ( event.pageX + position.x ) / 2;
- const y = ( event.pageY + position.y ) / 2;
- _panEnd.copy( getMouseOnScreen( x, y ) );
- break;
- }
- }
- function onTouchEnd( event ) {
- switch ( _pointers.length ) {
- case 0:
- _state = STATE.NONE;
- break;
- case 1:
- _state = STATE.TOUCH_ROTATE;
- _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
- _movePrev.copy( _moveCurr );
- break;
- }
- scope.dispatchEvent( _endEvent$1 );
- }
- function contextmenu( event ) {
- if ( scope.enabled === false ) return;
- event.preventDefault();
- }
- function addPointer( event ) {
- _pointers.push( event );
- }
- function removePointer( event ) {
- delete _pointerPositions[ event.pointerId ];
- for ( let i = 0; i < _pointers.length; i ++ ) {
- if ( _pointers[ i ].pointerId == event.pointerId ) {
- _pointers.splice( i, 1 );
- return;
- }
- }
- }
- function trackPointer( event ) {
- let position = _pointerPositions[ event.pointerId ];
- if ( position === undefined ) {
- position = new Vector2();
- _pointerPositions[ event.pointerId ] = position;
- }
- position.set( event.pageX, event.pageY );
- }
- function getSecondPointerPosition( event ) {
- const pointer = ( event.pointerId === _pointers[ 0 ].pointerId ) ? _pointers[ 1 ] : _pointers[ 0 ];
- return _pointerPositions[ pointer.pointerId ];
- }
- this.dispose = function () {
- scope.domElement.removeEventListener( 'contextmenu', contextmenu );
- scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
- scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );
- scope.domElement.removeEventListener( 'wheel', onMouseWheel );
- window.removeEventListener( 'keydown', keydown );
- window.removeEventListener( 'keyup', keyup );
- };
- this.domElement.addEventListener( 'contextmenu', contextmenu );
- this.domElement.addEventListener( 'pointerdown', onPointerDown );
- this.domElement.addEventListener( 'pointercancel', onPointerCancel );
- this.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );
- window.addEventListener( 'keydown', keydown );
- window.addEventListener( 'keyup', keyup );
- this.handleResize();
- // force an update at start
- this.update();
- }
- }
- // This set of controls performs orbiting, dollying (zooming), and panning.
- // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
- //
- // Orbit - left mouse / touch: one-finger move
- // Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
- // Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move
- const _changeEvent$1 = { type: 'change' };
- const _startEvent = { type: 'start' };
- const _endEvent = { type: 'end' };
- class OrbitControls extends EventDispatcher {
- constructor( object, domElement ) {
- super();
- if ( domElement === undefined ) console.warn( 'THREE.OrbitControls: The second parameter "domElement" is now mandatory.' );
- if ( domElement === document ) console.error( 'THREE.OrbitControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' );
- this.object = object;
- this.domElement = domElement;
- this.domElement.style.touchAction = 'none'; // disable touch scroll
- // Set to false to disable this control
- this.enabled = true;
- // "target" sets the location of focus, where the object orbits around
- this.target = new Vector3();
- // How far you can dolly in and out ( PerspectiveCamera only )
- this.minDistance = 0;
- this.maxDistance = Infinity;
- // How far you can zoom in and out ( OrthographicCamera only )
- this.minZoom = 0;
- this.maxZoom = Infinity;
- // How far you can orbit vertically, upper and lower limits.
- // Range is 0 to Math.PI radians.
- this.minPolarAngle = 0; // radians
- this.maxPolarAngle = Math.PI; // radians
- // How far you can orbit horizontally, upper and lower limits.
- // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )
- this.minAzimuthAngle = - Infinity; // radians
- this.maxAzimuthAngle = Infinity; // radians
- // Set to true to enable damping (inertia)
- // If damping is enabled, you must call controls.update() in your animation loop
- this.enableDamping = false;
- this.dampingFactor = 0.05;
- // This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
- // Set to false to disable zooming
- this.enableZoom = true;
- this.zoomSpeed = 1.0;
- // Set to false to disable rotating
- this.enableRotate = true;
- this.rotateSpeed = 1.0;
- // Set to false to disable panning
- this.enablePan = true;
- this.panSpeed = 1.0;
- this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up
- this.keyPanSpeed = 7.0; // pixels moved per arrow key push
- // Set to true to automatically rotate around the target
- // If auto-rotate is enabled, you must call controls.update() in your animation loop
- this.autoRotate = false;
- this.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60
- // The four arrow keys
- this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };
- // Mouse buttons
- this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };
- // Touch fingers
- this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };
- // for reset
- this.target0 = this.target.clone();
- this.position0 = this.object.position.clone();
- this.zoom0 = this.object.zoom;
- // the target DOM element for key events
- this._domElementKeyEvents = null;
- //
- // public methods
- //
- this.getPolarAngle = function () {
- return spherical.phi;
- };
- this.getAzimuthalAngle = function () {
- return spherical.theta;
- };
- this.listenToKeyEvents = function ( domElement ) {
- domElement.addEventListener( 'keydown', onKeyDown );
- this._domElementKeyEvents = domElement;
- };
- this.saveState = function () {
- scope.target0.copy( scope.target );
- scope.position0.copy( scope.object.position );
- scope.zoom0 = scope.object.zoom;
- };
- this.reset = function () {
- scope.target.copy( scope.target0 );
- scope.object.position.copy( scope.position0 );
- scope.object.zoom = scope.zoom0;
- scope.object.updateProjectionMatrix();
- scope.dispatchEvent( _changeEvent$1 );
- scope.update();
- state = STATE.NONE;
- };
- // this method is exposed, but perhaps it would be better if we can make it private...
- this.update = function () {
- const offset = new Vector3();
- // so camera.up is the orbit axis
- const quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );
- const quatInverse = quat.clone().invert();
- const lastPosition = new Vector3();
- const lastQuaternion = new Quaternion();
- const twoPI = 2 * Math.PI;
- return function update() {
- const position = scope.object.position;
- offset.copy( position ).sub( scope.target );
- // rotate offset to "y-axis-is-up" space
- offset.applyQuaternion( quat );
- // angle from z-axis around y-axis
- spherical.setFromVector3( offset );
- if ( scope.autoRotate && state === STATE.NONE ) {
- rotateLeft( getAutoRotationAngle() );
- }
- if ( scope.enableDamping ) {
- spherical.theta += sphericalDelta.theta * scope.dampingFactor;
- spherical.phi += sphericalDelta.phi * scope.dampingFactor;
- } else {
- spherical.theta += sphericalDelta.theta;
- spherical.phi += sphericalDelta.phi;
- }
- // restrict theta to be between desired limits
- let min = scope.minAzimuthAngle;
- let max = scope.maxAzimuthAngle;
- if ( isFinite( min ) && isFinite( max ) ) {
- if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;
- if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;
- if ( min <= max ) {
- spherical.theta = Math.max( min, Math.min( max, spherical.theta ) );
- } else {
- spherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?
- Math.max( min, spherical.theta ) :
- Math.min( max, spherical.theta );
- }
- }
- // restrict phi to be between desired limits
- spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
- spherical.makeSafe();
- spherical.radius *= scale;
- // restrict radius to be between desired limits
- spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
- // move target to panned location
- if ( scope.enableDamping === true ) {
- scope.target.addScaledVector( panOffset, scope.dampingFactor );
- } else {
- scope.target.add( panOffset );
- }
- offset.setFromSpherical( spherical );
- // rotate offset back to "camera-up-vector-is-up" space
- offset.applyQuaternion( quatInverse );
- position.copy( scope.target ).add( offset );
- scope.object.lookAt( scope.target );
- if ( scope.enableDamping === true ) {
- sphericalDelta.theta *= ( 1 - scope.dampingFactor );
- sphericalDelta.phi *= ( 1 - scope.dampingFactor );
- panOffset.multiplyScalar( 1 - scope.dampingFactor );
- } else {
- sphericalDelta.set( 0, 0, 0 );
- panOffset.set( 0, 0, 0 );
- }
- scale = 1;
- // update condition is:
- // min(camera displacement, camera rotation in radians)^2 > EPS
- // using small-angle approximation cos(x/2) = 1 - x^2 / 8
- if ( zoomChanged ||
- lastPosition.distanceToSquared( scope.object.position ) > EPS ||
- 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
- scope.dispatchEvent( _changeEvent$1 );
- lastPosition.copy( scope.object.position );
- lastQuaternion.copy( scope.object.quaternion );
- zoomChanged = false;
- return true;
- }
- return false;
- };
- }();
- this.dispose = function () {
- scope.domElement.removeEventListener( 'contextmenu', onContextMenu );
- scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
- scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );
- scope.domElement.removeEventListener( 'wheel', onMouseWheel );
- scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove );
- scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp );
- if ( scope._domElementKeyEvents !== null ) {
- scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );
- }
- //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
- };
- //
- // internals
- //
- const scope = this;
- const STATE = {
- NONE: - 1,
- ROTATE: 0,
- DOLLY: 1,
- PAN: 2,
- TOUCH_ROTATE: 3,
- TOUCH_PAN: 4,
- TOUCH_DOLLY_PAN: 5,
- TOUCH_DOLLY_ROTATE: 6
- };
- let state = STATE.NONE;
- const EPS = 0.000001;
- // current position in spherical coordinates
- const spherical = new Spherical();
- const sphericalDelta = new Spherical();
- let scale = 1;
- const panOffset = new Vector3();
- let zoomChanged = false;
- const rotateStart = new Vector2();
- const rotateEnd = new Vector2();
- const rotateDelta = new Vector2();
- const panStart = new Vector2();
- const panEnd = new Vector2();
- const panDelta = new Vector2();
- const dollyStart = new Vector2();
- const dollyEnd = new Vector2();
- const dollyDelta = new Vector2();
- const pointers = [];
- const pointerPositions = {};
- function getAutoRotationAngle() {
- return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
- }
- function getZoomScale() {
- return Math.pow( 0.95, scope.zoomSpeed );
- }
- function rotateLeft( angle ) {
- sphericalDelta.theta -= angle;
- }
- function rotateUp( angle ) {
- sphericalDelta.phi -= angle;
- }
- const panLeft = function () {
- const v = new Vector3();
- return function panLeft( distance, objectMatrix ) {
- v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
- v.multiplyScalar( - distance );
- panOffset.add( v );
- };
- }();
- const panUp = function () {
- const v = new Vector3();
- return function panUp( distance, objectMatrix ) {
- if ( scope.screenSpacePanning === true ) {
- v.setFromMatrixColumn( objectMatrix, 1 );
- } else {
- v.setFromMatrixColumn( objectMatrix, 0 );
- v.crossVectors( scope.object.up, v );
- }
- v.multiplyScalar( distance );
- panOffset.add( v );
- };
- }();
- // deltaX and deltaY are in pixels; right and down are positive
- const pan = function () {
- const offset = new Vector3();
- return function pan( deltaX, deltaY ) {
- const element = scope.domElement;
- if ( scope.object.isPerspectiveCamera ) {
- // perspective
- const position = scope.object.position;
- offset.copy( position ).sub( scope.target );
- let targetDistance = offset.length();
- // half of the fov is center to top of screen
- targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
- // we use only clientHeight here so aspect ratio does not distort speed
- panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
- panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
- } else if ( scope.object.isOrthographicCamera ) {
- // orthographic
- panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
- panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
- } else {
- // camera neither orthographic nor perspective
- console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
- scope.enablePan = false;
- }
- };
- }();
- function dollyOut( dollyScale ) {
- if ( scope.object.isPerspectiveCamera ) {
- scale /= dollyScale;
- } else if ( scope.object.isOrthographicCamera ) {
- scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
- scope.object.updateProjectionMatrix();
- zoomChanged = true;
- } else {
- console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
- scope.enableZoom = false;
- }
- }
- function dollyIn( dollyScale ) {
- if ( scope.object.isPerspectiveCamera ) {
- scale *= dollyScale;
- } else if ( scope.object.isOrthographicCamera ) {
- scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
- scope.object.updateProjectionMatrix();
- zoomChanged = true;
- } else {
- console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
- scope.enableZoom = false;
- }
- }
- //
- // event callbacks - update the object state
- //
- function handleMouseDownRotate( event ) {
- rotateStart.set( event.clientX, event.clientY );
- }
- function handleMouseDownDolly( event ) {
- dollyStart.set( event.clientX, event.clientY );
- }
- function handleMouseDownPan( event ) {
- panStart.set( event.clientX, event.clientY );
- }
- function handleMouseMoveRotate( event ) {
- rotateEnd.set( event.clientX, event.clientY );
- rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
- const element = scope.domElement;
- rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
- rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
- rotateStart.copy( rotateEnd );
- scope.update();
- }
- function handleMouseMoveDolly( event ) {
- dollyEnd.set( event.clientX, event.clientY );
- dollyDelta.subVectors( dollyEnd, dollyStart );
- if ( dollyDelta.y > 0 ) {
- dollyOut( getZoomScale() );
- } else if ( dollyDelta.y < 0 ) {
- dollyIn( getZoomScale() );
- }
- dollyStart.copy( dollyEnd );
- scope.update();
- }
- function handleMouseMovePan( event ) {
- panEnd.set( event.clientX, event.clientY );
- panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
- pan( panDelta.x, panDelta.y );
- panStart.copy( panEnd );
- scope.update();
- }
- function handleMouseWheel( event ) {
- if ( event.deltaY < 0 ) {
- dollyIn( getZoomScale() );
- } else if ( event.deltaY > 0 ) {
- dollyOut( getZoomScale() );
- }
- scope.update();
- }
- function handleKeyDown( event ) {
- let needsUpdate = false;
- switch ( event.code ) {
- case scope.keys.UP:
- pan( 0, scope.keyPanSpeed );
- needsUpdate = true;
- break;
- case scope.keys.BOTTOM:
- pan( 0, - scope.keyPanSpeed );
- needsUpdate = true;
- break;
- case scope.keys.LEFT:
- pan( scope.keyPanSpeed, 0 );
- needsUpdate = true;
- break;
- case scope.keys.RIGHT:
- pan( - scope.keyPanSpeed, 0 );
- needsUpdate = true;
- break;
- }
- if ( needsUpdate ) {
- // prevent the browser from scrolling on cursor keys
- event.preventDefault();
- scope.update();
- }
- }
- function handleTouchStartRotate() {
- if ( pointers.length === 1 ) {
- rotateStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );
- } else {
- const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );
- const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );
- rotateStart.set( x, y );
- }
- }
- function handleTouchStartPan() {
- if ( pointers.length === 1 ) {
- panStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );
- } else {
- const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );
- const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );
- panStart.set( x, y );
- }
- }
- function handleTouchStartDolly() {
- const dx = pointers[ 0 ].pageX - pointers[ 1 ].pageX;
- const dy = pointers[ 0 ].pageY - pointers[ 1 ].pageY;
- const distance = Math.sqrt( dx * dx + dy * dy );
- dollyStart.set( 0, distance );
- }
- function handleTouchStartDollyPan() {
- if ( scope.enableZoom ) handleTouchStartDolly();
- if ( scope.enablePan ) handleTouchStartPan();
- }
- function handleTouchStartDollyRotate() {
- if ( scope.enableZoom ) handleTouchStartDolly();
- if ( scope.enableRotate ) handleTouchStartRotate();
- }
- function handleTouchMoveRotate( event ) {
- if ( pointers.length == 1 ) {
- rotateEnd.set( event.pageX, event.pageY );
- } else {
- const position = getSecondPointerPosition( event );
- const x = 0.5 * ( event.pageX + position.x );
- const y = 0.5 * ( event.pageY + position.y );
- rotateEnd.set( x, y );
- }
- rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
- const element = scope.domElement;
- rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
- rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
- rotateStart.copy( rotateEnd );
- }
- function handleTouchMovePan( event ) {
- if ( pointers.length === 1 ) {
- panEnd.set( event.pageX, event.pageY );
- } else {
- const position = getSecondPointerPosition( event );
- const x = 0.5 * ( event.pageX + position.x );
- const y = 0.5 * ( event.pageY + position.y );
- panEnd.set( x, y );
- }
- panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
- pan( panDelta.x, panDelta.y );
- panStart.copy( panEnd );
- }
- function handleTouchMoveDolly( event ) {
- const position = getSecondPointerPosition( event );
- const dx = event.pageX - position.x;
- const dy = event.pageY - position.y;
- const distance = Math.sqrt( dx * dx + dy * dy );
- dollyEnd.set( 0, distance );
- dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );
- dollyOut( dollyDelta.y );
- dollyStart.copy( dollyEnd );
- }
- function handleTouchMoveDollyPan( event ) {
- if ( scope.enableZoom ) handleTouchMoveDolly( event );
- if ( scope.enablePan ) handleTouchMovePan( event );
- }
- function handleTouchMoveDollyRotate( event ) {
- if ( scope.enableZoom ) handleTouchMoveDolly( event );
- if ( scope.enableRotate ) handleTouchMoveRotate( event );
- }
- //
- // event handlers - FSM: listen for events and reset state
- //
- function onPointerDown( event ) {
- if ( scope.enabled === false ) return;
- if ( pointers.length === 0 ) {
- scope.domElement.ownerDocument.addEventListener( 'pointermove', onPointerMove );
- scope.domElement.ownerDocument.addEventListener( 'pointerup', onPointerUp );
- }
- //
- addPointer( event );
- if ( event.pointerType === 'touch' ) {
- onTouchStart( event );
- } else {
- onMouseDown( event );
- }
- }
- function onPointerMove( event ) {
- if ( scope.enabled === false ) return;
- if ( event.pointerType === 'touch' ) {
- onTouchMove( event );
- } else {
- onMouseMove( event );
- }
- }
- function onPointerUp( event ) {
- if ( scope.enabled === false ) return;
- if ( event.pointerType === 'touch' ) {
- onTouchEnd();
- } else {
- onMouseUp();
- }
- removePointer( event );
- //
- if ( pointers.length === 0 ) {
- scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove );
- scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp );
- }
- }
- function onPointerCancel( event ) {
- removePointer( event );
- }
- function onMouseDown( event ) {
- let mouseAction;
- switch ( event.button ) {
- case 0:
- mouseAction = scope.mouseButtons.LEFT;
- break;
- case 1:
- mouseAction = scope.mouseButtons.MIDDLE;
- break;
- case 2:
- mouseAction = scope.mouseButtons.RIGHT;
- break;
- default:
- mouseAction = - 1;
- }
- switch ( mouseAction ) {
- case MOUSE.DOLLY:
- if ( scope.enableZoom === false ) return;
- handleMouseDownDolly( event );
- state = STATE.DOLLY;
- break;
- case MOUSE.ROTATE:
- if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
- if ( scope.enablePan === false ) return;
- handleMouseDownPan( event );
- state = STATE.PAN;
- } else {
- if ( scope.enableRotate === false ) return;
- handleMouseDownRotate( event );
- state = STATE.ROTATE;
- }
- break;
- case MOUSE.PAN:
- if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
- if ( scope.enableRotate === false ) return;
- handleMouseDownRotate( event );
- state = STATE.ROTATE;
- } else {
- if ( scope.enablePan === false ) return;
- handleMouseDownPan( event );
- state = STATE.PAN;
- }
- break;
- default:
- state = STATE.NONE;
- }
- if ( state !== STATE.NONE ) {
- scope.dispatchEvent( _startEvent );
- }
- }
- function onMouseMove( event ) {
- if ( scope.enabled === false ) return;
- switch ( state ) {
- case STATE.ROTATE:
- if ( scope.enableRotate === false ) return;
- handleMouseMoveRotate( event );
- break;
- case STATE.DOLLY:
- if ( scope.enableZoom === false ) return;
- handleMouseMoveDolly( event );
- break;
- case STATE.PAN:
- if ( scope.enablePan === false ) return;
- handleMouseMovePan( event );
- break;
- }
- }
- function onMouseUp( event ) {
- scope.dispatchEvent( _endEvent );
- state = STATE.NONE;
- }
- function onMouseWheel( event ) {
- if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
- event.preventDefault();
- scope.dispatchEvent( _startEvent );
- handleMouseWheel( event );
- scope.dispatchEvent( _endEvent );
- }
- function onKeyDown( event ) {
- if ( scope.enabled === false || scope.enablePan === false ) return;
- handleKeyDown( event );
- }
- function onTouchStart( event ) {
- trackPointer( event );
- switch ( pointers.length ) {
- case 1:
- switch ( scope.touches.ONE ) {
- case TOUCH.ROTATE:
- if ( scope.enableRotate === false ) return;
- handleTouchStartRotate();
- state = STATE.TOUCH_ROTATE;
- break;
- case TOUCH.PAN:
- if ( scope.enablePan === false ) return;
- handleTouchStartPan();
- state = STATE.TOUCH_PAN;
- break;
- default:
- state = STATE.NONE;
- }
- break;
- case 2:
- switch ( scope.touches.TWO ) {
- case TOUCH.DOLLY_PAN:
- if ( scope.enableZoom === false && scope.enablePan === false ) return;
- handleTouchStartDollyPan();
- state = STATE.TOUCH_DOLLY_PAN;
- break;
- case TOUCH.DOLLY_ROTATE:
- if ( scope.enableZoom === false && scope.enableRotate === false ) return;
- handleTouchStartDollyRotate();
- state = STATE.TOUCH_DOLLY_ROTATE;
- break;
- default:
- state = STATE.NONE;
- }
- break;
- default:
- state = STATE.NONE;
- }
- if ( state !== STATE.NONE ) {
- scope.dispatchEvent( _startEvent );
- }
- }
- function onTouchMove( event ) {
- trackPointer( event );
- switch ( state ) {
- case STATE.TOUCH_ROTATE:
- if ( scope.enableRotate === false ) return;
- handleTouchMoveRotate( event );
- scope.update();
- break;
- case STATE.TOUCH_PAN:
- if ( scope.enablePan === false ) return;
- handleTouchMovePan( event );
- scope.update();
- break;
- case STATE.TOUCH_DOLLY_PAN:
- if ( scope.enableZoom === false && scope.enablePan === false ) return;
- handleTouchMoveDollyPan( event );
- scope.update();
- break;
- case STATE.TOUCH_DOLLY_ROTATE:
- if ( scope.enableZoom === false && scope.enableRotate === false ) return;
- handleTouchMoveDollyRotate( event );
- scope.update();
- break;
- default:
- state = STATE.NONE;
- }
- }
- function onTouchEnd( event ) {
- scope.dispatchEvent( _endEvent );
- state = STATE.NONE;
- }
- function onContextMenu( event ) {
- if ( scope.enabled === false ) return;
- event.preventDefault();
- }
- function addPointer( event ) {
- pointers.push( event );
- }
- function removePointer( event ) {
- delete pointerPositions[ event.pointerId ];
- for ( let i = 0; i < pointers.length; i ++ ) {
- if ( pointers[ i ].pointerId == event.pointerId ) {
- pointers.splice( i, 1 );
- return;
- }
- }
- }
- function trackPointer( event ) {
- let position = pointerPositions[ event.pointerId ];
- if ( position === undefined ) {
- position = new Vector2();
- pointerPositions[ event.pointerId ] = position;
- }
- position.set( event.pageX, event.pageY );
- }
- function getSecondPointerPosition( event ) {
- const pointer = ( event.pointerId === pointers[ 0 ].pointerId ) ? pointers[ 1 ] : pointers[ 0 ];
- return pointerPositions[ pointer.pointerId ];
- }
- //
- scope.domElement.addEventListener( 'contextmenu', onContextMenu );
- scope.domElement.addEventListener( 'pointerdown', onPointerDown );
- scope.domElement.addEventListener( 'pointercancel', onPointerCancel );
- scope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );
- // force an update at start
- this.update();
- }
- }
- const _changeEvent = { type: 'change' };
- class FlyControls extends EventDispatcher {
- constructor( object, domElement ) {
- super();
- if ( domElement === undefined ) {
- console.warn( 'THREE.FlyControls: The second parameter "domElement" is now mandatory.' );
- domElement = document;
- }
- this.object = object;
- this.domElement = domElement;
- // API
- this.movementSpeed = 1.0;
- this.rollSpeed = 0.005;
- this.dragToLook = false;
- this.autoForward = false;
- // disable default target object behavior
- // internals
- const scope = this;
- const EPS = 0.000001;
- const lastQuaternion = new Quaternion();
- const lastPosition = new Vector3();
- this.tmpQuaternion = new Quaternion();
- this.mouseStatus = 0;
- this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 };
- this.moveVector = new Vector3( 0, 0, 0 );
- this.rotationVector = new Vector3( 0, 0, 0 );
- this.keydown = function ( event ) {
- if ( event.altKey ) {
- return;
- }
- switch ( event.code ) {
- case 'ShiftLeft':
- case 'ShiftRight': this.movementSpeedMultiplier = .1; break;
- case 'KeyW': this.moveState.forward = 1; break;
- case 'KeyS': this.moveState.back = 1; break;
- case 'KeyA': this.moveState.left = 1; break;
- case 'KeyD': this.moveState.right = 1; break;
- case 'KeyR': this.moveState.up = 1; break;
- case 'KeyF': this.moveState.down = 1; break;
- case 'ArrowUp': this.moveState.pitchUp = 1; break;
- case 'ArrowDown': this.moveState.pitchDown = 1; break;
- case 'ArrowLeft': this.moveState.yawLeft = 1; break;
- case 'ArrowRight': this.moveState.yawRight = 1; break;
- case 'KeyQ': this.moveState.rollLeft = 1; break;
- case 'KeyE': this.moveState.rollRight = 1; break;
- }
- this.updateMovementVector();
- this.updateRotationVector();
- };
- this.keyup = function ( event ) {
- switch ( event.code ) {
- case 'ShiftLeft':
- case 'ShiftRight': this.movementSpeedMultiplier = 1; break;
- case 'KeyW': this.moveState.forward = 0; break;
- case 'KeyS': this.moveState.back = 0; break;
- case 'KeyA': this.moveState.left = 0; break;
- case 'KeyD': this.moveState.right = 0; break;
- case 'KeyR': this.moveState.up = 0; break;
- case 'KeyF': this.moveState.down = 0; break;
- case 'ArrowUp': this.moveState.pitchUp = 0; break;
- case 'ArrowDown': this.moveState.pitchDown = 0; break;
- case 'ArrowLeft': this.moveState.yawLeft = 0; break;
- case 'ArrowRight': this.moveState.yawRight = 0; break;
- case 'KeyQ': this.moveState.rollLeft = 0; break;
- case 'KeyE': this.moveState.rollRight = 0; break;
- }
- this.updateMovementVector();
- this.updateRotationVector();
- };
- this.mousedown = function ( event ) {
- if ( this.dragToLook ) {
- this.mouseStatus ++;
- } else {
- switch ( event.button ) {
- case 0: this.moveState.forward = 1; break;
- case 2: this.moveState.back = 1; break;
- }
- this.updateMovementVector();
- }
- };
- this.mousemove = function ( event ) {
- if ( ! this.dragToLook || this.mouseStatus > 0 ) {
- const container = this.getContainerDimensions();
- const halfWidth = container.size[ 0 ] / 2;
- const halfHeight = container.size[ 1 ] / 2;
- this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth;
- this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight;
- this.updateRotationVector();
- }
- };
- this.mouseup = function ( event ) {
- if ( this.dragToLook ) {
- this.mouseStatus --;
- this.moveState.yawLeft = this.moveState.pitchDown = 0;
- } else {
- switch ( event.button ) {
- case 0: this.moveState.forward = 0; break;
- case 2: this.moveState.back = 0; break;
- }
- this.updateMovementVector();
- }
- this.updateRotationVector();
- };
- this.update = function ( delta ) {
- const moveMult = delta * scope.movementSpeed;
- const rotMult = delta * scope.rollSpeed;
- scope.object.translateX( scope.moveVector.x * moveMult );
- scope.object.translateY( scope.moveVector.y * moveMult );
- scope.object.translateZ( scope.moveVector.z * moveMult );
- scope.tmpQuaternion.set( scope.rotationVector.x * rotMult, scope.rotationVector.y * rotMult, scope.rotationVector.z * rotMult, 1 ).normalize();
- scope.object.quaternion.multiply( scope.tmpQuaternion );
- if (
- lastPosition.distanceToSquared( scope.object.position ) > EPS ||
- 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS
- ) {
- scope.dispatchEvent( _changeEvent );
- lastQuaternion.copy( scope.object.quaternion );
- lastPosition.copy( scope.object.position );
- }
- };
- this.updateMovementVector = function () {
- const forward = ( this.moveState.forward || ( this.autoForward && ! this.moveState.back ) ) ? 1 : 0;
- this.moveVector.x = ( - this.moveState.left + this.moveState.right );
- this.moveVector.y = ( - this.moveState.down + this.moveState.up );
- this.moveVector.z = ( - forward + this.moveState.back );
- //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] );
- };
- this.updateRotationVector = function () {
- this.rotationVector.x = ( - this.moveState.pitchDown + this.moveState.pitchUp );
- this.rotationVector.y = ( - this.moveState.yawRight + this.moveState.yawLeft );
- this.rotationVector.z = ( - this.moveState.rollRight + this.moveState.rollLeft );
- //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] );
- };
- this.getContainerDimensions = function () {
- if ( this.domElement != document ) {
- return {
- size: [ this.domElement.offsetWidth, this.domElement.offsetHeight ],
- offset: [ this.domElement.offsetLeft, this.domElement.offsetTop ]
- };
- } else {
- return {
- size: [ window.innerWidth, window.innerHeight ],
- offset: [ 0, 0 ]
- };
- }
- };
- this.dispose = function () {
- this.domElement.removeEventListener( 'contextmenu', contextmenu );
- this.domElement.removeEventListener( 'mousedown', _mousedown );
- this.domElement.removeEventListener( 'mousemove', _mousemove );
- this.domElement.removeEventListener( 'mouseup', _mouseup );
- window.removeEventListener( 'keydown', _keydown );
- window.removeEventListener( 'keyup', _keyup );
- };
- const _mousemove = this.mousemove.bind( this );
- const _mousedown = this.mousedown.bind( this );
- const _mouseup = this.mouseup.bind( this );
- const _keydown = this.keydown.bind( this );
- const _keyup = this.keyup.bind( this );
- this.domElement.addEventListener( 'contextmenu', contextmenu );
- this.domElement.addEventListener( 'mousemove', _mousemove );
- this.domElement.addEventListener( 'mousedown', _mousedown );
- this.domElement.addEventListener( 'mouseup', _mouseup );
- window.addEventListener( 'keydown', _keydown );
- window.addEventListener( 'keyup', _keyup );
- this.updateMovementVector();
- this.updateRotationVector();
- }
- }
- function contextmenu( event ) {
- event.preventDefault();
- }
- /**
- * Full-screen textured quad shader
- */
- var CopyShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'opacity': { value: 1.0 }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- uniform float opacity;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 texel = texture2D( tDiffuse, vUv );
- gl_FragColor = opacity * texel;
- }`
- };
- class Pass {
- constructor() {
- // if set to true, the pass is processed by the composer
- this.enabled = true;
- // if set to true, the pass indicates to swap read and write buffer after rendering
- this.needsSwap = true;
- // if set to true, the pass clears its buffer before rendering
- this.clear = false;
- // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
- this.renderToScreen = false;
- }
- setSize( /* width, height */ ) {}
- render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
- console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
- }
- }
- // Helper for passes that need to fill the viewport with a single quad.
- const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- // https://github.com/mrdoob/three.js/pull/21358
- const _geometry$1 = new BufferGeometry();
- _geometry$1.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
- _geometry$1.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
- class FullScreenQuad {
- constructor( material ) {
- this._mesh = new Mesh( _geometry$1, material );
- }
- dispose() {
- this._mesh.geometry.dispose();
- }
- render( renderer ) {
- renderer.render( this._mesh, _camera );
- }
- get material() {
- return this._mesh.material;
- }
- set material( value ) {
- this._mesh.material = value;
- }
- }
- class ShaderPass extends Pass {
- constructor( shader, textureID ) {
- super();
- this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
- if ( shader instanceof ShaderMaterial ) {
- this.uniforms = shader.uniforms;
- this.material = shader;
- } else if ( shader ) {
- this.uniforms = UniformsUtils.clone( shader.uniforms );
- this.material = new ShaderMaterial( {
- defines: Object.assign( {}, shader.defines ),
- uniforms: this.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- } );
- }
- this.fsQuad = new FullScreenQuad( this.material );
- }
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
- if ( this.uniforms[ this.textureID ] ) {
- this.uniforms[ this.textureID ].value = readBuffer.texture;
- }
- this.fsQuad.material = this.material;
- if ( this.renderToScreen ) {
- renderer.setRenderTarget( null );
- this.fsQuad.render( renderer );
- } else {
- renderer.setRenderTarget( writeBuffer );
- // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
- if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
- this.fsQuad.render( renderer );
- }
- }
- }
- class MaskPass extends Pass {
- constructor( scene, camera ) {
- super();
- this.scene = scene;
- this.camera = camera;
- this.clear = true;
- this.needsSwap = false;
- this.inverse = false;
- }
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
- const context = renderer.getContext();
- const state = renderer.state;
- // don't update color or depth
- state.buffers.color.setMask( false );
- state.buffers.depth.setMask( false );
- // lock buffers
- state.buffers.color.setLocked( true );
- state.buffers.depth.setLocked( true );
- // set up stencil
- let writeValue, clearValue;
- if ( this.inverse ) {
- writeValue = 0;
- clearValue = 1;
- } else {
- writeValue = 1;
- clearValue = 0;
- }
- state.buffers.stencil.setTest( true );
- state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
- state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
- state.buffers.stencil.setClear( clearValue );
- state.buffers.stencil.setLocked( true );
- // draw into the stencil buffer
- renderer.setRenderTarget( readBuffer );
- if ( this.clear ) renderer.clear();
- renderer.render( this.scene, this.camera );
- renderer.setRenderTarget( writeBuffer );
- if ( this.clear ) renderer.clear();
- renderer.render( this.scene, this.camera );
- // unlock color and depth buffer for subsequent rendering
- state.buffers.color.setLocked( false );
- state.buffers.depth.setLocked( false );
- // only render where stencil is set to 1
- state.buffers.stencil.setLocked( false );
- state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
- state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
- state.buffers.stencil.setLocked( true );
- }
- }
- class ClearMaskPass extends Pass {
- constructor() {
- super();
- this.needsSwap = false;
- }
- render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
- renderer.state.buffers.stencil.setLocked( false );
- renderer.state.buffers.stencil.setTest( false );
- }
- }
- class EffectComposer {
- constructor( renderer, renderTarget ) {
- this.renderer = renderer;
- if ( renderTarget === undefined ) {
- const parameters = {
- minFilter: LinearFilter,
- magFilter: LinearFilter,
- format: RGBAFormat
- };
- const size = renderer.getSize( new Vector2() );
- this._pixelRatio = renderer.getPixelRatio();
- this._width = size.width;
- this._height = size.height;
- renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, parameters );
- renderTarget.texture.name = 'EffectComposer.rt1';
- } else {
- this._pixelRatio = 1;
- this._width = renderTarget.width;
- this._height = renderTarget.height;
- }
- this.renderTarget1 = renderTarget;
- this.renderTarget2 = renderTarget.clone();
- this.renderTarget2.texture.name = 'EffectComposer.rt2';
- this.writeBuffer = this.renderTarget1;
- this.readBuffer = this.renderTarget2;
- this.renderToScreen = true;
- this.passes = [];
- // dependencies
- if ( CopyShader === undefined ) {
- console.error( 'THREE.EffectComposer relies on CopyShader' );
- }
- if ( ShaderPass === undefined ) {
- console.error( 'THREE.EffectComposer relies on ShaderPass' );
- }
- this.copyPass = new ShaderPass( CopyShader );
- this.clock = new Clock();
- }
- swapBuffers() {
- const tmp = this.readBuffer;
- this.readBuffer = this.writeBuffer;
- this.writeBuffer = tmp;
- }
- addPass( pass ) {
- this.passes.push( pass );
- pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
- }
- insertPass( pass, index ) {
- this.passes.splice( index, 0, pass );
- pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
- }
- removePass( pass ) {
- const index = this.passes.indexOf( pass );
- if ( index !== - 1 ) {
- this.passes.splice( index, 1 );
- }
- }
- isLastEnabledPass( passIndex ) {
- for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
- if ( this.passes[ i ].enabled ) {
- return false;
- }
- }
- return true;
- }
- render( deltaTime ) {
- // deltaTime value is in seconds
- if ( deltaTime === undefined ) {
- deltaTime = this.clock.getDelta();
- }
- const currentRenderTarget = this.renderer.getRenderTarget();
- let maskActive = false;
- for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
- const pass = this.passes[ i ];
- if ( pass.enabled === false ) continue;
- pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
- pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
- if ( pass.needsSwap ) {
- if ( maskActive ) {
- const context = this.renderer.getContext();
- const stencil = this.renderer.state.buffers.stencil;
- //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
- stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
- this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
- //context.stencilFunc( context.EQUAL, 1, 0xffffffff );
- stencil.setFunc( context.EQUAL, 1, 0xffffffff );
- }
- this.swapBuffers();
- }
- if ( MaskPass !== undefined ) {
- if ( pass instanceof MaskPass ) {
- maskActive = true;
- } else if ( pass instanceof ClearMaskPass ) {
- maskActive = false;
- }
- }
- }
- this.renderer.setRenderTarget( currentRenderTarget );
- }
- reset( renderTarget ) {
- if ( renderTarget === undefined ) {
- const size = this.renderer.getSize( new Vector2() );
- this._pixelRatio = this.renderer.getPixelRatio();
- this._width = size.width;
- this._height = size.height;
- renderTarget = this.renderTarget1.clone();
- renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
- }
- this.renderTarget1.dispose();
- this.renderTarget2.dispose();
- this.renderTarget1 = renderTarget;
- this.renderTarget2 = renderTarget.clone();
- this.writeBuffer = this.renderTarget1;
- this.readBuffer = this.renderTarget2;
- }
- setSize( width, height ) {
- this._width = width;
- this._height = height;
- const effectiveWidth = this._width * this._pixelRatio;
- const effectiveHeight = this._height * this._pixelRatio;
- this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
- this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
- for ( let i = 0; i < this.passes.length; i ++ ) {
- this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
- }
- }
- setPixelRatio( pixelRatio ) {
- this._pixelRatio = pixelRatio;
- this.setSize( this._width, this._height );
- }
- }
- // Helper for passes that need to fill the viewport with a single quad.
- new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- // https://github.com/mrdoob/three.js/pull/21358
- const _geometry = new BufferGeometry();
- _geometry.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
- _geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
- class RenderPass extends Pass {
- constructor( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
- super();
- this.scene = scene;
- this.camera = camera;
- this.overrideMaterial = overrideMaterial;
- this.clearColor = clearColor;
- this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
- this.clear = true;
- this.clearDepth = false;
- this.needsSwap = false;
- this._oldClearColor = new Color();
- }
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
- const oldAutoClear = renderer.autoClear;
- renderer.autoClear = false;
- let oldClearAlpha, oldOverrideMaterial;
- if ( this.overrideMaterial !== undefined ) {
- oldOverrideMaterial = this.scene.overrideMaterial;
- this.scene.overrideMaterial = this.overrideMaterial;
- }
- if ( this.clearColor ) {
- renderer.getClearColor( this._oldClearColor );
- oldClearAlpha = renderer.getClearAlpha();
- renderer.setClearColor( this.clearColor, this.clearAlpha );
- }
- if ( this.clearDepth ) {
- renderer.clearDepth();
- }
- renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
- // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
- if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
- renderer.render( this.scene, this.camera );
- if ( this.clearColor ) {
- renderer.setClearColor( this._oldClearColor, oldClearAlpha );
- }
- if ( this.overrideMaterial !== undefined ) {
- this.scene.overrideMaterial = oldOverrideMaterial;
- }
- renderer.autoClear = oldAutoClear;
- }
- }
- function _extends() {
- _extends = Object.assign || function (target) {
- for (var i = 1; i < arguments.length; i++) {
- var source = arguments[i];
- for (var key in source) {
- if (Object.prototype.hasOwnProperty.call(source, key)) {
- target[key] = source[key];
- }
- }
- }
- return target;
- };
- return _extends.apply(this, arguments);
- }
- function _assertThisInitialized(self) {
- if (self === void 0) {
- throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
- }
- return self;
- }
- function _setPrototypeOf(o, p) {
- _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) {
- o.__proto__ = p;
- return o;
- };
- return _setPrototypeOf(o, p);
- }
- function _inheritsLoose(subClass, superClass) {
- subClass.prototype = Object.create(superClass.prototype);
- subClass.prototype.constructor = subClass;
- _setPrototypeOf(subClass, superClass);
- }
- function _getPrototypeOf(o) {
- _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) {
- return o.__proto__ || Object.getPrototypeOf(o);
- };
- return _getPrototypeOf(o);
- }
- function _isNativeFunction(fn) {
- return Function.toString.call(fn).indexOf("[native code]") !== -1;
- }
- function _isNativeReflectConstruct() {
- if (typeof Reflect === "undefined" || !Reflect.construct) return false;
- if (Reflect.construct.sham) return false;
- if (typeof Proxy === "function") return true;
- try {
- Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
- return true;
- } catch (e) {
- return false;
- }
- }
- function _construct(Parent, args, Class) {
- if (_isNativeReflectConstruct()) {
- _construct = Reflect.construct;
- } else {
- _construct = function _construct(Parent, args, Class) {
- var a = [null];
- a.push.apply(a, args);
- var Constructor = Function.bind.apply(Parent, a);
- var instance = new Constructor();
- if (Class) _setPrototypeOf(instance, Class.prototype);
- return instance;
- };
- }
- return _construct.apply(null, arguments);
- }
- function _wrapNativeSuper(Class) {
- var _cache = typeof Map === "function" ? new Map() : undefined;
- _wrapNativeSuper = function _wrapNativeSuper(Class) {
- if (Class === null || !_isNativeFunction(Class)) return Class;
- if (typeof Class !== "function") {
- throw new TypeError("Super expression must either be null or a function");
- }
- if (typeof _cache !== "undefined") {
- if (_cache.has(Class)) return _cache.get(Class);
- _cache.set(Class, Wrapper);
- }
- function Wrapper() {
- return _construct(Class, arguments, _getPrototypeOf(this).constructor);
- }
- Wrapper.prototype = Object.create(Class.prototype, {
- constructor: {
- value: Wrapper,
- enumerable: false,
- writable: true,
- configurable: true
- }
- });
- return _setPrototypeOf(Wrapper, Class);
- };
- return _wrapNativeSuper(Class);
- }
- // based on https://github.com/styled-components/styled-components/blob/fcf6f3804c57a14dd7984dfab7bc06ee2edca044/src/utils/error.js
- /**
- * Parse errors.md and turn it into a simple hash of code: message
- * @private
- */
- var ERRORS = {
- "1": "Passed invalid arguments to hsl, please pass multiple numbers e.g. hsl(360, 0.75, 0.4) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75 }).\n\n",
- "2": "Passed invalid arguments to hsla, please pass multiple numbers e.g. hsla(360, 0.75, 0.4, 0.7) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75, alpha: 0.7 }).\n\n",
- "3": "Passed an incorrect argument to a color function, please pass a string representation of a color.\n\n",
- "4": "Couldn't generate valid rgb string from %s, it returned %s.\n\n",
- "5": "Couldn't parse the color string. Please provide the color as a string in hex, rgb, rgba, hsl or hsla notation.\n\n",
- "6": "Passed invalid arguments to rgb, please pass multiple numbers e.g. rgb(255, 205, 100) or an object e.g. rgb({ red: 255, green: 205, blue: 100 }).\n\n",
- "7": "Passed invalid arguments to rgba, please pass multiple numbers e.g. rgb(255, 205, 100, 0.75) or an object e.g. rgb({ red: 255, green: 205, blue: 100, alpha: 0.75 }).\n\n",
- "8": "Passed invalid argument to toColorString, please pass a RgbColor, RgbaColor, HslColor or HslaColor object.\n\n",
- "9": "Please provide a number of steps to the modularScale helper.\n\n",
- "10": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
- "11": "Invalid value passed as base to modularScale, expected number or em string but got \"%s\"\n\n",
- "12": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got \"%s\" instead.\n\n",
- "13": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got \"%s\" instead.\n\n",
- "14": "Passed invalid pixel value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
- "15": "Passed invalid base value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
- "16": "You must provide a template to this method.\n\n",
- "17": "You passed an unsupported selector state to this method.\n\n",
- "18": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
- "19": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
- "20": "expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
- "21": "expects the objects in the first argument array to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
- "22": "expects the first argument object to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
- "23": "fontFace expects a name of a font-family.\n\n",
- "24": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
- "25": "fontFace expects localFonts to be an array.\n\n",
- "26": "fontFace expects fileFormats to be an array.\n\n",
- "27": "radialGradient requries at least 2 color-stops to properly render.\n\n",
- "28": "Please supply a filename to retinaImage() as the first argument.\n\n",
- "29": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
- "30": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
- "31": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation\n\n",
- "32": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s')\n\n",
- "33": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation\n\n",
- "34": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
- "35": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
- "36": "Property must be a string value.\n\n",
- "37": "Syntax Error at %s.\n\n",
- "38": "Formula contains a function that needs parentheses at %s.\n\n",
- "39": "Formula is missing closing parenthesis at %s.\n\n",
- "40": "Formula has too many closing parentheses at %s.\n\n",
- "41": "All values in a formula must have the same unit or be unitless.\n\n",
- "42": "Please provide a number of steps to the modularScale helper.\n\n",
- "43": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
- "44": "Invalid value passed as base to modularScale, expected number or em/rem string but got %s.\n\n",
- "45": "Passed invalid argument to hslToColorString, please pass a HslColor or HslaColor object.\n\n",
- "46": "Passed invalid argument to rgbToColorString, please pass a RgbColor or RgbaColor object.\n\n",
- "47": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
- "48": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
- "49": "Expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
- "50": "Expects the objects in the first argument array to have the properties prop, fromSize, and toSize.\n\n",
- "51": "Expects the first argument object to have the properties prop, fromSize, and toSize.\n\n",
- "52": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
- "53": "fontFace expects localFonts to be an array.\n\n",
- "54": "fontFace expects fileFormats to be an array.\n\n",
- "55": "fontFace expects a name of a font-family.\n\n",
- "56": "linearGradient requries at least 2 color-stops to properly render.\n\n",
- "57": "radialGradient requries at least 2 color-stops to properly render.\n\n",
- "58": "Please supply a filename to retinaImage() as the first argument.\n\n",
- "59": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
- "60": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
- "61": "Property must be a string value.\n\n",
- "62": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
- "63": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
- "64": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation.\n\n",
- "65": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s').\n\n",
- "66": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation.\n\n",
- "67": "You must provide a template to this method.\n\n",
- "68": "You passed an unsupported selector state to this method.\n\n",
- "69": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got %s instead.\n\n",
- "70": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got %s instead.\n\n",
- "71": "Passed invalid pixel value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
- "72": "Passed invalid base value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
- "73": "Please provide a valid CSS variable.\n\n",
- "74": "CSS variable not found and no default was provided.\n\n",
- "75": "important requires a valid style object, got a %s instead.\n\n",
- "76": "fromSize and toSize must be provided as stringified numbers with the same units as minScreen and maxScreen.\n\n",
- "77": "remToPx expects a value in \"rem\" but you provided it in \"%s\".\n\n",
- "78": "base must be set in \"px\" or \"%\" but you set it in \"%s\".\n"
- };
- /**
- * super basic version of sprintf
- * @private
- */
- function format() {
- for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
- args[_key] = arguments[_key];
- }
- var a = args[0];
- var b = [];
- var c;
- for (c = 1; c < args.length; c += 1) {
- b.push(args[c]);
- }
- b.forEach(function (d) {
- a = a.replace(/%[a-z]/, d);
- });
- return a;
- }
- /**
- * Create an error file out of errors.md for development and a simple web link to the full errors
- * in production mode.
- * @private
- */
- var PolishedError = /*#__PURE__*/function (_Error) {
- _inheritsLoose(PolishedError, _Error);
- function PolishedError(code) {
- var _this;
- if (process.env.NODE_ENV === 'production') {
- _this = _Error.call(this, "An error occurred. See https://github.com/styled-components/polished/blob/main/src/internalHelpers/errors.md#" + code + " for more information.") || this;
- } else {
- for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {
- args[_key2 - 1] = arguments[_key2];
- }
- _this = _Error.call(this, format.apply(void 0, [ERRORS[code]].concat(args))) || this;
- }
- return _assertThisInitialized(_this);
- }
- return PolishedError;
- }( /*#__PURE__*/_wrapNativeSuper(Error));
- function colorToInt(color) {
- return Math.round(color * 255);
- }
- function convertToInt(red, green, blue) {
- return colorToInt(red) + "," + colorToInt(green) + "," + colorToInt(blue);
- }
- function hslToRgb(hue, saturation, lightness, convert) {
- if (convert === void 0) {
- convert = convertToInt;
- }
- if (saturation === 0) {
- // achromatic
- return convert(lightness, lightness, lightness);
- } // formulae from https://en.wikipedia.org/wiki/HSL_and_HSV
- var huePrime = (hue % 360 + 360) % 360 / 60;
- var chroma = (1 - Math.abs(2 * lightness - 1)) * saturation;
- var secondComponent = chroma * (1 - Math.abs(huePrime % 2 - 1));
- var red = 0;
- var green = 0;
- var blue = 0;
- if (huePrime >= 0 && huePrime < 1) {
- red = chroma;
- green = secondComponent;
- } else if (huePrime >= 1 && huePrime < 2) {
- red = secondComponent;
- green = chroma;
- } else if (huePrime >= 2 && huePrime < 3) {
- green = chroma;
- blue = secondComponent;
- } else if (huePrime >= 3 && huePrime < 4) {
- green = secondComponent;
- blue = chroma;
- } else if (huePrime >= 4 && huePrime < 5) {
- red = secondComponent;
- blue = chroma;
- } else if (huePrime >= 5 && huePrime < 6) {
- red = chroma;
- blue = secondComponent;
- }
- var lightnessModification = lightness - chroma / 2;
- var finalRed = red + lightnessModification;
- var finalGreen = green + lightnessModification;
- var finalBlue = blue + lightnessModification;
- return convert(finalRed, finalGreen, finalBlue);
- }
- var namedColorMap = {
- aliceblue: 'f0f8ff',
- antiquewhite: 'faebd7',
- aqua: '00ffff',
- aquamarine: '7fffd4',
- azure: 'f0ffff',
- beige: 'f5f5dc',
- bisque: 'ffe4c4',
- black: '000',
- blanchedalmond: 'ffebcd',
- blue: '0000ff',
- blueviolet: '8a2be2',
- brown: 'a52a2a',
- burlywood: 'deb887',
- cadetblue: '5f9ea0',
- chartreuse: '7fff00',
- chocolate: 'd2691e',
- coral: 'ff7f50',
- cornflowerblue: '6495ed',
- cornsilk: 'fff8dc',
- crimson: 'dc143c',
- cyan: '00ffff',
- darkblue: '00008b',
- darkcyan: '008b8b',
- darkgoldenrod: 'b8860b',
- darkgray: 'a9a9a9',
- darkgreen: '006400',
- darkgrey: 'a9a9a9',
- darkkhaki: 'bdb76b',
- darkmagenta: '8b008b',
- darkolivegreen: '556b2f',
- darkorange: 'ff8c00',
- darkorchid: '9932cc',
- darkred: '8b0000',
- darksalmon: 'e9967a',
- darkseagreen: '8fbc8f',
- darkslateblue: '483d8b',
- darkslategray: '2f4f4f',
- darkslategrey: '2f4f4f',
- darkturquoise: '00ced1',
- darkviolet: '9400d3',
- deeppink: 'ff1493',
- deepskyblue: '00bfff',
- dimgray: '696969',
- dimgrey: '696969',
- dodgerblue: '1e90ff',
- firebrick: 'b22222',
- floralwhite: 'fffaf0',
- forestgreen: '228b22',
- fuchsia: 'ff00ff',
- gainsboro: 'dcdcdc',
- ghostwhite: 'f8f8ff',
- gold: 'ffd700',
- goldenrod: 'daa520',
- gray: '808080',
- green: '008000',
- greenyellow: 'adff2f',
- grey: '808080',
- honeydew: 'f0fff0',
- hotpink: 'ff69b4',
- indianred: 'cd5c5c',
- indigo: '4b0082',
- ivory: 'fffff0',
- khaki: 'f0e68c',
- lavender: 'e6e6fa',
- lavenderblush: 'fff0f5',
- lawngreen: '7cfc00',
- lemonchiffon: 'fffacd',
- lightblue: 'add8e6',
- lightcoral: 'f08080',
- lightcyan: 'e0ffff',
- lightgoldenrodyellow: 'fafad2',
- lightgray: 'd3d3d3',
- lightgreen: '90ee90',
- lightgrey: 'd3d3d3',
- lightpink: 'ffb6c1',
- lightsalmon: 'ffa07a',
- lightseagreen: '20b2aa',
- lightskyblue: '87cefa',
- lightslategray: '789',
- lightslategrey: '789',
- lightsteelblue: 'b0c4de',
- lightyellow: 'ffffe0',
- lime: '0f0',
- limegreen: '32cd32',
- linen: 'faf0e6',
- magenta: 'f0f',
- maroon: '800000',
- mediumaquamarine: '66cdaa',
- mediumblue: '0000cd',
- mediumorchid: 'ba55d3',
- mediumpurple: '9370db',
- mediumseagreen: '3cb371',
- mediumslateblue: '7b68ee',
- mediumspringgreen: '00fa9a',
- mediumturquoise: '48d1cc',
- mediumvioletred: 'c71585',
- midnightblue: '191970',
- mintcream: 'f5fffa',
- mistyrose: 'ffe4e1',
- moccasin: 'ffe4b5',
- navajowhite: 'ffdead',
- navy: '000080',
- oldlace: 'fdf5e6',
- olive: '808000',
- olivedrab: '6b8e23',
- orange: 'ffa500',
- orangered: 'ff4500',
- orchid: 'da70d6',
- palegoldenrod: 'eee8aa',
- palegreen: '98fb98',
- paleturquoise: 'afeeee',
- palevioletred: 'db7093',
- papayawhip: 'ffefd5',
- peachpuff: 'ffdab9',
- peru: 'cd853f',
- pink: 'ffc0cb',
- plum: 'dda0dd',
- powderblue: 'b0e0e6',
- purple: '800080',
- rebeccapurple: '639',
- red: 'f00',
- rosybrown: 'bc8f8f',
- royalblue: '4169e1',
- saddlebrown: '8b4513',
- salmon: 'fa8072',
- sandybrown: 'f4a460',
- seagreen: '2e8b57',
- seashell: 'fff5ee',
- sienna: 'a0522d',
- silver: 'c0c0c0',
- skyblue: '87ceeb',
- slateblue: '6a5acd',
- slategray: '708090',
- slategrey: '708090',
- snow: 'fffafa',
- springgreen: '00ff7f',
- steelblue: '4682b4',
- tan: 'd2b48c',
- teal: '008080',
- thistle: 'd8bfd8',
- tomato: 'ff6347',
- turquoise: '40e0d0',
- violet: 'ee82ee',
- wheat: 'f5deb3',
- white: 'fff',
- whitesmoke: 'f5f5f5',
- yellow: 'ff0',
- yellowgreen: '9acd32'
- };
- /**
- * Checks if a string is a CSS named color and returns its equivalent hex value, otherwise returns the original color.
- * @private
- */
- function nameToHex(color) {
- if (typeof color !== 'string') return color;
- var normalizedColorName = color.toLowerCase();
- return namedColorMap[normalizedColorName] ? "#" + namedColorMap[normalizedColorName] : color;
- }
- var hexRegex = /^#[a-fA-F0-9]{6}$/;
- var hexRgbaRegex = /^#[a-fA-F0-9]{8}$/;
- var reducedHexRegex = /^#[a-fA-F0-9]{3}$/;
- var reducedRgbaHexRegex = /^#[a-fA-F0-9]{4}$/;
- var rgbRegex = /^rgb\(\s*(\d{1,3})\s*,\s*(\d{1,3})\s*,\s*(\d{1,3})\s*\)$/i;
- var rgbaRegex = /^rgba\(\s*(\d{1,3})\s*,\s*(\d{1,3})\s*,\s*(\d{1,3})\s*,\s*([-+]?[0-9]*[.]?[0-9]+)\s*\)$/i;
- var hslRegex = /^hsl\(\s*(\d{0,3}[.]?[0-9]+)\s*,\s*(\d{1,3}[.]?[0-9]?)%\s*,\s*(\d{1,3}[.]?[0-9]?)%\s*\)$/i;
- var hslaRegex = /^hsla\(\s*(\d{0,3}[.]?[0-9]+)\s*,\s*(\d{1,3}[.]?[0-9]?)%\s*,\s*(\d{1,3}[.]?[0-9]?)%\s*,\s*([-+]?[0-9]*[.]?[0-9]+)\s*\)$/i;
- /**
- * Returns an RgbColor or RgbaColor object. This utility function is only useful
- * if want to extract a color component. With the color util `toColorString` you
- * can convert a RgbColor or RgbaColor object back to a string.
- *
- * @example
- * // Assigns `{ red: 255, green: 0, blue: 0 }` to color1
- * const color1 = parseToRgb('rgb(255, 0, 0)');
- * // Assigns `{ red: 92, green: 102, blue: 112, alpha: 0.75 }` to color2
- * const color2 = parseToRgb('hsla(210, 10%, 40%, 0.75)');
- */
- function parseToRgb(color) {
- if (typeof color !== 'string') {
- throw new PolishedError(3);
- }
- var normalizedColor = nameToHex(color);
- if (normalizedColor.match(hexRegex)) {
- return {
- red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
- green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
- blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16)
- };
- }
- if (normalizedColor.match(hexRgbaRegex)) {
- var alpha = parseFloat((parseInt("" + normalizedColor[7] + normalizedColor[8], 16) / 255).toFixed(2));
- return {
- red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
- green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
- blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16),
- alpha: alpha
- };
- }
- if (normalizedColor.match(reducedHexRegex)) {
- return {
- red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
- green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
- blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16)
- };
- }
- if (normalizedColor.match(reducedRgbaHexRegex)) {
- var _alpha = parseFloat((parseInt("" + normalizedColor[4] + normalizedColor[4], 16) / 255).toFixed(2));
- return {
- red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
- green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
- blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16),
- alpha: _alpha
- };
- }
- var rgbMatched = rgbRegex.exec(normalizedColor);
- if (rgbMatched) {
- return {
- red: parseInt("" + rgbMatched[1], 10),
- green: parseInt("" + rgbMatched[2], 10),
- blue: parseInt("" + rgbMatched[3], 10)
- };
- }
- var rgbaMatched = rgbaRegex.exec(normalizedColor.substring(0, 50));
- if (rgbaMatched) {
- return {
- red: parseInt("" + rgbaMatched[1], 10),
- green: parseInt("" + rgbaMatched[2], 10),
- blue: parseInt("" + rgbaMatched[3], 10),
- alpha: parseFloat("" + rgbaMatched[4])
- };
- }
- var hslMatched = hslRegex.exec(normalizedColor);
- if (hslMatched) {
- var hue = parseInt("" + hslMatched[1], 10);
- var saturation = parseInt("" + hslMatched[2], 10) / 100;
- var lightness = parseInt("" + hslMatched[3], 10) / 100;
- var rgbColorString = "rgb(" + hslToRgb(hue, saturation, lightness) + ")";
- var hslRgbMatched = rgbRegex.exec(rgbColorString);
- if (!hslRgbMatched) {
- throw new PolishedError(4, normalizedColor, rgbColorString);
- }
- return {
- red: parseInt("" + hslRgbMatched[1], 10),
- green: parseInt("" + hslRgbMatched[2], 10),
- blue: parseInt("" + hslRgbMatched[3], 10)
- };
- }
- var hslaMatched = hslaRegex.exec(normalizedColor.substring(0, 50));
- if (hslaMatched) {
- var _hue = parseInt("" + hslaMatched[1], 10);
- var _saturation = parseInt("" + hslaMatched[2], 10) / 100;
- var _lightness = parseInt("" + hslaMatched[3], 10) / 100;
- var _rgbColorString = "rgb(" + hslToRgb(_hue, _saturation, _lightness) + ")";
- var _hslRgbMatched = rgbRegex.exec(_rgbColorString);
- if (!_hslRgbMatched) {
- throw new PolishedError(4, normalizedColor, _rgbColorString);
- }
- return {
- red: parseInt("" + _hslRgbMatched[1], 10),
- green: parseInt("" + _hslRgbMatched[2], 10),
- blue: parseInt("" + _hslRgbMatched[3], 10),
- alpha: parseFloat("" + hslaMatched[4])
- };
- }
- throw new PolishedError(5);
- }
- /**
- * Reduces hex values if possible e.g. #ff8866 to #f86
- * @private
- */
- var reduceHexValue = function reduceHexValue(value) {
- if (value.length === 7 && value[1] === value[2] && value[3] === value[4] && value[5] === value[6]) {
- return "#" + value[1] + value[3] + value[5];
- }
- return value;
- };
- function numberToHex(value) {
- var hex = value.toString(16);
- return hex.length === 1 ? "0" + hex : hex;
- }
- /**
- * Returns a string value for the color. The returned result is the smallest possible hex notation.
- *
- * @example
- * // Styles as object usage
- * const styles = {
- * background: rgb(255, 205, 100),
- * background: rgb({ red: 255, green: 205, blue: 100 }),
- * }
- *
- * // styled-components usage
- * const div = styled.div`
- * background: ${rgb(255, 205, 100)};
- * background: ${rgb({ red: 255, green: 205, blue: 100 })};
- * `
- *
- * // CSS in JS Output
- *
- * element {
- * background: "#ffcd64";
- * background: "#ffcd64";
- * }
- */
- function rgb(value, green, blue) {
- if (typeof value === 'number' && typeof green === 'number' && typeof blue === 'number') {
- return reduceHexValue("#" + numberToHex(value) + numberToHex(green) + numberToHex(blue));
- } else if (typeof value === 'object' && green === undefined && blue === undefined) {
- return reduceHexValue("#" + numberToHex(value.red) + numberToHex(value.green) + numberToHex(value.blue));
- }
- throw new PolishedError(6);
- }
- /**
- * Returns a string value for the color. The returned result is the smallest possible rgba or hex notation.
- *
- * Can also be used to fade a color by passing a hex value or named CSS color along with an alpha value.
- *
- * @example
- * // Styles as object usage
- * const styles = {
- * background: rgba(255, 205, 100, 0.7),
- * background: rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 }),
- * background: rgba(255, 205, 100, 1),
- * background: rgba('#ffffff', 0.4),
- * background: rgba('black', 0.7),
- * }
- *
- * // styled-components usage
- * const div = styled.div`
- * background: ${rgba(255, 205, 100, 0.7)};
- * background: ${rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 })};
- * background: ${rgba(255, 205, 100, 1)};
- * background: ${rgba('#ffffff', 0.4)};
- * background: ${rgba('black', 0.7)};
- * `
- *
- * // CSS in JS Output
- *
- * element {
- * background: "rgba(255,205,100,0.7)";
- * background: "rgba(255,205,100,0.7)";
- * background: "#ffcd64";
- * background: "rgba(255,255,255,0.4)";
- * background: "rgba(0,0,0,0.7)";
- * }
- */
- function rgba(firstValue, secondValue, thirdValue, fourthValue) {
- if (typeof firstValue === 'string' && typeof secondValue === 'number') {
- var rgbValue = parseToRgb(firstValue);
- return "rgba(" + rgbValue.red + "," + rgbValue.green + "," + rgbValue.blue + "," + secondValue + ")";
- } else if (typeof firstValue === 'number' && typeof secondValue === 'number' && typeof thirdValue === 'number' && typeof fourthValue === 'number') {
- return fourthValue >= 1 ? rgb(firstValue, secondValue, thirdValue) : "rgba(" + firstValue + "," + secondValue + "," + thirdValue + "," + fourthValue + ")";
- } else if (typeof firstValue === 'object' && secondValue === undefined && thirdValue === undefined && fourthValue === undefined) {
- return firstValue.alpha >= 1 ? rgb(firstValue.red, firstValue.green, firstValue.blue) : "rgba(" + firstValue.red + "," + firstValue.green + "," + firstValue.blue + "," + firstValue.alpha + ")";
- }
- throw new PolishedError(7);
- }
- // Type definitions taken from https://github.com/gcanti/flow-static-land/blob/master/src/Fun.js
- // eslint-disable-next-line no-unused-vars
- // eslint-disable-next-line no-unused-vars
- // eslint-disable-next-line no-redeclare
- function curried(f, length, acc) {
- return function fn() {
- // eslint-disable-next-line prefer-rest-params
- var combined = acc.concat(Array.prototype.slice.call(arguments));
- return combined.length >= length ? f.apply(this, combined) : curried(f, length, combined);
- };
- } // eslint-disable-next-line no-redeclare
- function curry(f) {
- // eslint-disable-line no-redeclare
- return curried(f, f.length, []);
- }
- function guard(lowerBoundary, upperBoundary, value) {
- return Math.max(lowerBoundary, Math.min(upperBoundary, value));
- }
- /**
- * Increases the opacity of a color. Its range for the amount is between 0 to 1.
- *
- *
- * @example
- * // Styles as object usage
- * const styles = {
- * background: opacify(0.1, 'rgba(255, 255, 255, 0.9)');
- * background: opacify(0.2, 'hsla(0, 0%, 100%, 0.5)'),
- * background: opacify('0.5', 'rgba(255, 0, 0, 0.2)'),
- * }
- *
- * // styled-components usage
- * const div = styled.div`
- * background: ${opacify(0.1, 'rgba(255, 255, 255, 0.9)')};
- * background: ${opacify(0.2, 'hsla(0, 0%, 100%, 0.5)')},
- * background: ${opacify('0.5', 'rgba(255, 0, 0, 0.2)')},
- * `
- *
- * // CSS in JS Output
- *
- * element {
- * background: "#fff";
- * background: "rgba(255,255,255,0.7)";
- * background: "rgba(255,0,0,0.7)";
- * }
- */
- function opacify(amount, color) {
- if (color === 'transparent') return color;
- var parsedColor = parseToRgb(color);
- var alpha = typeof parsedColor.alpha === 'number' ? parsedColor.alpha : 1;
- var colorWithAlpha = _extends({}, parsedColor, {
- alpha: guard(0, 1, (alpha * 100 + parseFloat(amount) * 100) / 100)
- });
- return rgba(colorWithAlpha);
- } // prettier-ignore
- var curriedOpacify = /*#__PURE__*/curry
- /* ::<number | string, string, string> */
- (opacify);
- /**
- * The Ease class provides a collection of easing functions for use with tween.js.
- */
- var Easing = {
- Linear: {
- None: function (amount) {
- return amount;
- },
- },
- Quadratic: {
- In: function (amount) {
- return amount * amount;
- },
- Out: function (amount) {
- return amount * (2 - amount);
- },
- InOut: function (amount) {
- if ((amount *= 2) < 1) {
- return 0.5 * amount * amount;
- }
- return -0.5 * (--amount * (amount - 2) - 1);
- },
- },
- Cubic: {
- In: function (amount) {
- return amount * amount * amount;
- },
- Out: function (amount) {
- return --amount * amount * amount + 1;
- },
- InOut: function (amount) {
- if ((amount *= 2) < 1) {
- return 0.5 * amount * amount * amount;
- }
- return 0.5 * ((amount -= 2) * amount * amount + 2);
- },
- },
- Quartic: {
- In: function (amount) {
- return amount * amount * amount * amount;
- },
- Out: function (amount) {
- return 1 - --amount * amount * amount * amount;
- },
- InOut: function (amount) {
- if ((amount *= 2) < 1) {
- return 0.5 * amount * amount * amount * amount;
- }
- return -0.5 * ((amount -= 2) * amount * amount * amount - 2);
- },
- },
- Quintic: {
- In: function (amount) {
- return amount * amount * amount * amount * amount;
- },
- Out: function (amount) {
- return --amount * amount * amount * amount * amount + 1;
- },
- InOut: function (amount) {
- if ((amount *= 2) < 1) {
- return 0.5 * amount * amount * amount * amount * amount;
- }
- return 0.5 * ((amount -= 2) * amount * amount * amount * amount + 2);
- },
- },
- Sinusoidal: {
- In: function (amount) {
- return 1 - Math.cos((amount * Math.PI) / 2);
- },
- Out: function (amount) {
- return Math.sin((amount * Math.PI) / 2);
- },
- InOut: function (amount) {
- return 0.5 * (1 - Math.cos(Math.PI * amount));
- },
- },
- Exponential: {
- In: function (amount) {
- return amount === 0 ? 0 : Math.pow(1024, amount - 1);
- },
- Out: function (amount) {
- return amount === 1 ? 1 : 1 - Math.pow(2, -10 * amount);
- },
- InOut: function (amount) {
- if (amount === 0) {
- return 0;
- }
- if (amount === 1) {
- return 1;
- }
- if ((amount *= 2) < 1) {
- return 0.5 * Math.pow(1024, amount - 1);
- }
- return 0.5 * (-Math.pow(2, -10 * (amount - 1)) + 2);
- },
- },
- Circular: {
- In: function (amount) {
- return 1 - Math.sqrt(1 - amount * amount);
- },
- Out: function (amount) {
- return Math.sqrt(1 - --amount * amount);
- },
- InOut: function (amount) {
- if ((amount *= 2) < 1) {
- return -0.5 * (Math.sqrt(1 - amount * amount) - 1);
- }
- return 0.5 * (Math.sqrt(1 - (amount -= 2) * amount) + 1);
- },
- },
- Elastic: {
- In: function (amount) {
- if (amount === 0) {
- return 0;
- }
- if (amount === 1) {
- return 1;
- }
- return -Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
- },
- Out: function (amount) {
- if (amount === 0) {
- return 0;
- }
- if (amount === 1) {
- return 1;
- }
- return Math.pow(2, -10 * amount) * Math.sin((amount - 0.1) * 5 * Math.PI) + 1;
- },
- InOut: function (amount) {
- if (amount === 0) {
- return 0;
- }
- if (amount === 1) {
- return 1;
- }
- amount *= 2;
- if (amount < 1) {
- return -0.5 * Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
- }
- return 0.5 * Math.pow(2, -10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI) + 1;
- },
- },
- Back: {
- In: function (amount) {
- var s = 1.70158;
- return amount * amount * ((s + 1) * amount - s);
- },
- Out: function (amount) {
- var s = 1.70158;
- return --amount * amount * ((s + 1) * amount + s) + 1;
- },
- InOut: function (amount) {
- var s = 1.70158 * 1.525;
- if ((amount *= 2) < 1) {
- return 0.5 * (amount * amount * ((s + 1) * amount - s));
- }
- return 0.5 * ((amount -= 2) * amount * ((s + 1) * amount + s) + 2);
- },
- },
- Bounce: {
- In: function (amount) {
- return 1 - Easing.Bounce.Out(1 - amount);
- },
- Out: function (amount) {
- if (amount < 1 / 2.75) {
- return 7.5625 * amount * amount;
- }
- else if (amount < 2 / 2.75) {
- return 7.5625 * (amount -= 1.5 / 2.75) * amount + 0.75;
- }
- else if (amount < 2.5 / 2.75) {
- return 7.5625 * (amount -= 2.25 / 2.75) * amount + 0.9375;
- }
- else {
- return 7.5625 * (amount -= 2.625 / 2.75) * amount + 0.984375;
- }
- },
- InOut: function (amount) {
- if (amount < 0.5) {
- return Easing.Bounce.In(amount * 2) * 0.5;
- }
- return Easing.Bounce.Out(amount * 2 - 1) * 0.5 + 0.5;
- },
- },
- };
- var now;
- // Include a performance.now polyfill.
- // In node.js, use process.hrtime.
- // eslint-disable-next-line
- // @ts-ignore
- if (typeof self === 'undefined' && typeof process !== 'undefined' && process.hrtime) {
- now = function () {
- // eslint-disable-next-line
- // @ts-ignore
- var time = process.hrtime();
- // Convert [seconds, nanoseconds] to milliseconds.
- return time[0] * 1000 + time[1] / 1000000;
- };
- }
- // In a browser, use self.performance.now if it is available.
- else if (typeof self !== 'undefined' && self.performance !== undefined && self.performance.now !== undefined) {
- // This must be bound, because directly assigning this function
- // leads to an invocation exception in Chrome.
- now = self.performance.now.bind(self.performance);
- }
- // Use Date.now if it is available.
- else if (Date.now !== undefined) {
- now = Date.now;
- }
- // Otherwise, use 'new Date().getTime()'.
- else {
- now = function () {
- return new Date().getTime();
- };
- }
- var now$1 = now;
- /**
- * Controlling groups of tweens
- *
- * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
- * In these cases, you may want to create your own smaller groups of tween
- */
- var Group = /** @class */ (function () {
- function Group() {
- this._tweens = {};
- this._tweensAddedDuringUpdate = {};
- }
- Group.prototype.getAll = function () {
- var _this = this;
- return Object.keys(this._tweens).map(function (tweenId) {
- return _this._tweens[tweenId];
- });
- };
- Group.prototype.removeAll = function () {
- this._tweens = {};
- };
- Group.prototype.add = function (tween) {
- this._tweens[tween.getId()] = tween;
- this._tweensAddedDuringUpdate[tween.getId()] = tween;
- };
- Group.prototype.remove = function (tween) {
- delete this._tweens[tween.getId()];
- delete this._tweensAddedDuringUpdate[tween.getId()];
- };
- Group.prototype.update = function (time, preserve) {
- if (time === void 0) { time = now$1(); }
- if (preserve === void 0) { preserve = false; }
- var tweenIds = Object.keys(this._tweens);
- if (tweenIds.length === 0) {
- return false;
- }
- // Tweens are updated in "batches". If you add a new tween during an
- // update, then the new tween will be updated in the next batch.
- // If you remove a tween during an update, it may or may not be updated.
- // However, if the removed tween was added during the current batch,
- // then it will not be updated.
- while (tweenIds.length > 0) {
- this._tweensAddedDuringUpdate = {};
- for (var i = 0; i < tweenIds.length; i++) {
- var tween = this._tweens[tweenIds[i]];
- var autoStart = !preserve;
- if (tween && tween.update(time, autoStart) === false && !preserve) {
- delete this._tweens[tweenIds[i]];
- }
- }
- tweenIds = Object.keys(this._tweensAddedDuringUpdate);
- }
- return true;
- };
- return Group;
- }());
- /**
- *
- */
- var Interpolation = {
- Linear: function (v, k) {
- var m = v.length - 1;
- var f = m * k;
- var i = Math.floor(f);
- var fn = Interpolation.Utils.Linear;
- if (k < 0) {
- return fn(v[0], v[1], f);
- }
- if (k > 1) {
- return fn(v[m], v[m - 1], m - f);
- }
- return fn(v[i], v[i + 1 > m ? m : i + 1], f - i);
- },
- Bezier: function (v, k) {
- var b = 0;
- var n = v.length - 1;
- var pw = Math.pow;
- var bn = Interpolation.Utils.Bernstein;
- for (var i = 0; i <= n; i++) {
- b += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i);
- }
- return b;
- },
- CatmullRom: function (v, k) {
- var m = v.length - 1;
- var f = m * k;
- var i = Math.floor(f);
- var fn = Interpolation.Utils.CatmullRom;
- if (v[0] === v[m]) {
- if (k < 0) {
- i = Math.floor((f = m * (1 + k)));
- }
- return fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
- }
- else {
- if (k < 0) {
- return v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]);
- }
- if (k > 1) {
- return v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
- }
- return fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
- }
- },
- Utils: {
- Linear: function (p0, p1, t) {
- return (p1 - p0) * t + p0;
- },
- Bernstein: function (n, i) {
- var fc = Interpolation.Utils.Factorial;
- return fc(n) / fc(i) / fc(n - i);
- },
- Factorial: (function () {
- var a = [1];
- return function (n) {
- var s = 1;
- if (a[n]) {
- return a[n];
- }
- for (var i = n; i > 1; i--) {
- s *= i;
- }
- a[n] = s;
- return s;
- };
- })(),
- CatmullRom: function (p0, p1, p2, p3, t) {
- var v0 = (p2 - p0) * 0.5;
- var v1 = (p3 - p1) * 0.5;
- var t2 = t * t;
- var t3 = t * t2;
- return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
- },
- },
- };
- /**
- * Utils
- */
- var Sequence = /** @class */ (function () {
- function Sequence() {
- }
- Sequence.nextId = function () {
- return Sequence._nextId++;
- };
- Sequence._nextId = 0;
- return Sequence;
- }());
- var mainGroup = new Group();
- /**
- * Tween.js - Licensed under the MIT license
- * https://github.com/tweenjs/tween.js
- * ----------------------------------------------
- *
- * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.
- * Thank you all, you're awesome!
- */
- var Tween = /** @class */ (function () {
- function Tween(_object, _group) {
- if (_group === void 0) { _group = mainGroup; }
- this._object = _object;
- this._group = _group;
- this._isPaused = false;
- this._pauseStart = 0;
- this._valuesStart = {};
- this._valuesEnd = {};
- this._valuesStartRepeat = {};
- this._duration = 1000;
- this._initialRepeat = 0;
- this._repeat = 0;
- this._yoyo = false;
- this._isPlaying = false;
- this._reversed = false;
- this._delayTime = 0;
- this._startTime = 0;
- this._easingFunction = Easing.Linear.None;
- this._interpolationFunction = Interpolation.Linear;
- this._chainedTweens = [];
- this._onStartCallbackFired = false;
- this._id = Sequence.nextId();
- this._isChainStopped = false;
- this._goToEnd = false;
- }
- Tween.prototype.getId = function () {
- return this._id;
- };
- Tween.prototype.isPlaying = function () {
- return this._isPlaying;
- };
- Tween.prototype.isPaused = function () {
- return this._isPaused;
- };
- Tween.prototype.to = function (properties, duration) {
- // TODO? restore this, then update the 07_dynamic_to example to set fox
- // tween's to on each update. That way the behavior is opt-in (there's
- // currently no opt-out).
- // for (const prop in properties) this._valuesEnd[prop] = properties[prop]
- this._valuesEnd = Object.create(properties);
- if (duration !== undefined) {
- this._duration = duration;
- }
- return this;
- };
- Tween.prototype.duration = function (d) {
- this._duration = d;
- return this;
- };
- Tween.prototype.start = function (time) {
- if (this._isPlaying) {
- return this;
- }
- // eslint-disable-next-line
- this._group && this._group.add(this);
- this._repeat = this._initialRepeat;
- if (this._reversed) {
- // If we were reversed (f.e. using the yoyo feature) then we need to
- // flip the tween direction back to forward.
- this._reversed = false;
- for (var property in this._valuesStartRepeat) {
- this._swapEndStartRepeatValues(property);
- this._valuesStart[property] = this._valuesStartRepeat[property];
- }
- }
- this._isPlaying = true;
- this._isPaused = false;
- this._onStartCallbackFired = false;
- this._isChainStopped = false;
- this._startTime = time !== undefined ? (typeof time === 'string' ? now$1() + parseFloat(time) : time) : now$1();
- this._startTime += this._delayTime;
- this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat);
- return this;
- };
- Tween.prototype._setupProperties = function (_object, _valuesStart, _valuesEnd, _valuesStartRepeat) {
- for (var property in _valuesEnd) {
- var startValue = _object[property];
- var startValueIsArray = Array.isArray(startValue);
- var propType = startValueIsArray ? 'array' : typeof startValue;
- var isInterpolationList = !startValueIsArray && Array.isArray(_valuesEnd[property]);
- // If `to()` specifies a property that doesn't exist in the source object,
- // we should not set that property in the object
- if (propType === 'undefined' || propType === 'function') {
- continue;
- }
- // Check if an Array was provided as property value
- if (isInterpolationList) {
- var endValues = _valuesEnd[property];
- if (endValues.length === 0) {
- continue;
- }
- // handle an array of relative values
- endValues = endValues.map(this._handleRelativeValue.bind(this, startValue));
- // Create a local copy of the Array with the start value at the front
- _valuesEnd[property] = [startValue].concat(endValues);
- }
- // handle the deepness of the values
- if ((propType === 'object' || startValueIsArray) && startValue && !isInterpolationList) {
- _valuesStart[property] = startValueIsArray ? [] : {};
- // eslint-disable-next-line
- for (var prop in startValue) {
- // eslint-disable-next-line
- // @ts-ignore FIXME?
- _valuesStart[property][prop] = startValue[prop];
- }
- _valuesStartRepeat[property] = startValueIsArray ? [] : {}; // TODO? repeat nested values? And yoyo? And array values?
- // eslint-disable-next-line
- // @ts-ignore FIXME?
- this._setupProperties(startValue, _valuesStart[property], _valuesEnd[property], _valuesStartRepeat[property]);
- }
- else {
- // Save the starting value, but only once.
- if (typeof _valuesStart[property] === 'undefined') {
- _valuesStart[property] = startValue;
- }
- if (!startValueIsArray) {
- // eslint-disable-next-line
- // @ts-ignore FIXME?
- _valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
- }
- if (isInterpolationList) {
- // eslint-disable-next-line
- // @ts-ignore FIXME?
- _valuesStartRepeat[property] = _valuesEnd[property].slice().reverse();
- }
- else {
- _valuesStartRepeat[property] = _valuesStart[property] || 0;
- }
- }
- }
- };
- Tween.prototype.stop = function () {
- if (!this._isChainStopped) {
- this._isChainStopped = true;
- this.stopChainedTweens();
- }
- if (!this._isPlaying) {
- return this;
- }
- // eslint-disable-next-line
- this._group && this._group.remove(this);
- this._isPlaying = false;
- this._isPaused = false;
- if (this._onStopCallback) {
- this._onStopCallback(this._object);
- }
- return this;
- };
- Tween.prototype.end = function () {
- this._goToEnd = true;
- this.update(Infinity);
- return this;
- };
- Tween.prototype.pause = function (time) {
- if (time === void 0) { time = now$1(); }
- if (this._isPaused || !this._isPlaying) {
- return this;
- }
- this._isPaused = true;
- this._pauseStart = time;
- // eslint-disable-next-line
- this._group && this._group.remove(this);
- return this;
- };
- Tween.prototype.resume = function (time) {
- if (time === void 0) { time = now$1(); }
- if (!this._isPaused || !this._isPlaying) {
- return this;
- }
- this._isPaused = false;
- this._startTime += time - this._pauseStart;
- this._pauseStart = 0;
- // eslint-disable-next-line
- this._group && this._group.add(this);
- return this;
- };
- Tween.prototype.stopChainedTweens = function () {
- for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
- this._chainedTweens[i].stop();
- }
- return this;
- };
- Tween.prototype.group = function (group) {
- this._group = group;
- return this;
- };
- Tween.prototype.delay = function (amount) {
- this._delayTime = amount;
- return this;
- };
- Tween.prototype.repeat = function (times) {
- this._initialRepeat = times;
- this._repeat = times;
- return this;
- };
- Tween.prototype.repeatDelay = function (amount) {
- this._repeatDelayTime = amount;
- return this;
- };
- Tween.prototype.yoyo = function (yoyo) {
- this._yoyo = yoyo;
- return this;
- };
- Tween.prototype.easing = function (easingFunction) {
- this._easingFunction = easingFunction;
- return this;
- };
- Tween.prototype.interpolation = function (interpolationFunction) {
- this._interpolationFunction = interpolationFunction;
- return this;
- };
- Tween.prototype.chain = function () {
- var tweens = [];
- for (var _i = 0; _i < arguments.length; _i++) {
- tweens[_i] = arguments[_i];
- }
- this._chainedTweens = tweens;
- return this;
- };
- Tween.prototype.onStart = function (callback) {
- this._onStartCallback = callback;
- return this;
- };
- Tween.prototype.onUpdate = function (callback) {
- this._onUpdateCallback = callback;
- return this;
- };
- Tween.prototype.onRepeat = function (callback) {
- this._onRepeatCallback = callback;
- return this;
- };
- Tween.prototype.onComplete = function (callback) {
- this._onCompleteCallback = callback;
- return this;
- };
- Tween.prototype.onStop = function (callback) {
- this._onStopCallback = callback;
- return this;
- };
- /**
- * @returns true if the tween is still playing after the update, false
- * otherwise (calling update on a paused tween still returns true because
- * it is still playing, just paused).
- */
- Tween.prototype.update = function (time, autoStart) {
- if (time === void 0) { time = now$1(); }
- if (autoStart === void 0) { autoStart = true; }
- if (this._isPaused)
- return true;
- var property;
- var elapsed;
- var endTime = this._startTime + this._duration;
- if (!this._goToEnd && !this._isPlaying) {
- if (time > endTime)
- return false;
- if (autoStart)
- this.start(time);
- }
- this._goToEnd = false;
- if (time < this._startTime) {
- return true;
- }
- if (this._onStartCallbackFired === false) {
- if (this._onStartCallback) {
- this._onStartCallback(this._object);
- }
- this._onStartCallbackFired = true;
- }
- elapsed = (time - this._startTime) / this._duration;
- elapsed = this._duration === 0 || elapsed > 1 ? 1 : elapsed;
- var value = this._easingFunction(elapsed);
- // properties transformations
- this._updateProperties(this._object, this._valuesStart, this._valuesEnd, value);
- if (this._onUpdateCallback) {
- this._onUpdateCallback(this._object, elapsed);
- }
- if (elapsed === 1) {
- if (this._repeat > 0) {
- if (isFinite(this._repeat)) {
- this._repeat--;
- }
- // Reassign starting values, restart by making startTime = now
- for (property in this._valuesStartRepeat) {
- if (!this._yoyo && typeof this._valuesEnd[property] === 'string') {
- this._valuesStartRepeat[property] =
- // eslint-disable-next-line
- // @ts-ignore FIXME?
- this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]);
- }
- if (this._yoyo) {
- this._swapEndStartRepeatValues(property);
- }
- this._valuesStart[property] = this._valuesStartRepeat[property];
- }
- if (this._yoyo) {
- this._reversed = !this._reversed;
- }
- if (this._repeatDelayTime !== undefined) {
- this._startTime = time + this._repeatDelayTime;
- }
- else {
- this._startTime = time + this._delayTime;
- }
- if (this._onRepeatCallback) {
- this._onRepeatCallback(this._object);
- }
- return true;
- }
- else {
- if (this._onCompleteCallback) {
- this._onCompleteCallback(this._object);
- }
- for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
- // Make the chained tweens start exactly at the time they should,
- // even if the `update()` method was called way past the duration of the tween
- this._chainedTweens[i].start(this._startTime + this._duration);
- }
- this._isPlaying = false;
- return false;
- }
- }
- return true;
- };
- Tween.prototype._updateProperties = function (_object, _valuesStart, _valuesEnd, value) {
- for (var property in _valuesEnd) {
- // Don't update properties that do not exist in the source object
- if (_valuesStart[property] === undefined) {
- continue;
- }
- var start = _valuesStart[property] || 0;
- var end = _valuesEnd[property];
- var startIsArray = Array.isArray(_object[property]);
- var endIsArray = Array.isArray(end);
- var isInterpolationList = !startIsArray && endIsArray;
- if (isInterpolationList) {
- _object[property] = this._interpolationFunction(end, value);
- }
- else if (typeof end === 'object' && end) {
- // eslint-disable-next-line
- // @ts-ignore FIXME?
- this._updateProperties(_object[property], start, end, value);
- }
- else {
- // Parses relative end values with start as base (e.g.: +10, -3)
- end = this._handleRelativeValue(start, end);
- // Protect against non numeric properties.
- if (typeof end === 'number') {
- // eslint-disable-next-line
- // @ts-ignore FIXME?
- _object[property] = start + (end - start) * value;
- }
- }
- }
- };
- Tween.prototype._handleRelativeValue = function (start, end) {
- if (typeof end !== 'string') {
- return end;
- }
- if (end.charAt(0) === '+' || end.charAt(0) === '-') {
- return start + parseFloat(end);
- }
- else {
- return parseFloat(end);
- }
- };
- Tween.prototype._swapEndStartRepeatValues = function (property) {
- var tmp = this._valuesStartRepeat[property];
- var endValue = this._valuesEnd[property];
- if (typeof endValue === 'string') {
- this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(endValue);
- }
- else {
- this._valuesStartRepeat[property] = this._valuesEnd[property];
- }
- this._valuesEnd[property] = tmp;
- };
- return Tween;
- }());
- var VERSION = '18.6.4';
- /**
- * Tween.js - Licensed under the MIT license
- * https://github.com/tweenjs/tween.js
- * ----------------------------------------------
- *
- * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.
- * Thank you all, you're awesome!
- */
- var nextId = Sequence.nextId;
- /**
- * Controlling groups of tweens
- *
- * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
- * In these cases, you may want to create your own smaller groups of tweens.
- */
- var TWEEN = mainGroup;
- // This is the best way to export things in a way that's compatible with both ES
- // Modules and CommonJS, without build hacks, and so as not to break the
- // existing API.
- // https://github.com/rollup/rollup/issues/1961#issuecomment-423037881
- var getAll = TWEEN.getAll.bind(TWEEN);
- var removeAll = TWEEN.removeAll.bind(TWEEN);
- var add = TWEEN.add.bind(TWEEN);
- var remove = TWEEN.remove.bind(TWEEN);
- var update = TWEEN.update.bind(TWEEN);
- var exports$1 = {
- Easing: Easing,
- Group: Group,
- Interpolation: Interpolation,
- now: now$1,
- Sequence: Sequence,
- nextId: nextId,
- Tween: Tween,
- VERSION: VERSION,
- getAll: getAll,
- removeAll: removeAll,
- add: add,
- remove: remove,
- update: update,
- };
- function styleInject(css, ref) {
- if (ref === void 0) ref = {};
- var insertAt = ref.insertAt;
- if (!css || typeof document === 'undefined') {
- return;
- }
- var head = document.head || document.getElementsByTagName('head')[0];
- var style = document.createElement('style');
- style.type = 'text/css';
- if (insertAt === 'top') {
- if (head.firstChild) {
- head.insertBefore(style, head.firstChild);
- } else {
- head.appendChild(style);
- }
- } else {
- head.appendChild(style);
- }
- if (style.styleSheet) {
- style.styleSheet.cssText = css;
- } else {
- style.appendChild(document.createTextNode(css));
- }
- }
- var css_248z = ".scene-nav-info {\n bottom: 5px;\n width: 100%;\n text-align: center;\n color: slategrey;\n opacity: 0.7;\n font-size: 10px;\n}\n\n.scene-tooltip {\n color: lavender;\n font-size: 15px;\n}\n\n.scene-nav-info, .scene-tooltip {\n position: absolute;\n font-family: sans-serif;\n pointer-events: none;\n}\n\n.scene-container canvas:focus {\n outline: none;\n}";
- styleInject(css_248z);
- function _defineProperty(obj, key, value) {
- if (key in obj) {
- Object.defineProperty(obj, key, {
- value: value,
- enumerable: true,
- configurable: true,
- writable: true
- });
- } else {
- obj[key] = value;
- }
- return obj;
- }
- function _slicedToArray(arr, i) {
- return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();
- }
- function _toConsumableArray(arr) {
- return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread();
- }
- function _arrayWithoutHoles(arr) {
- if (Array.isArray(arr)) return _arrayLikeToArray(arr);
- }
- function _arrayWithHoles(arr) {
- if (Array.isArray(arr)) return arr;
- }
- function _iterableToArray(iter) {
- if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
- }
- function _iterableToArrayLimit(arr, i) {
- var _i = arr == null ? null : typeof Symbol !== "undefined" && arr[Symbol.iterator] || arr["@@iterator"];
- if (_i == null) return;
- var _arr = [];
- var _n = true;
- var _d = false;
- var _s, _e;
- try {
- for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {
- _arr.push(_s.value);
- if (i && _arr.length === i) break;
- }
- } catch (err) {
- _d = true;
- _e = err;
- } finally {
- try {
- if (!_n && _i["return"] != null) _i["return"]();
- } finally {
- if (_d) throw _e;
- }
- }
- return _arr;
- }
- function _unsupportedIterableToArray(o, minLen) {
- if (!o) return;
- if (typeof o === "string") return _arrayLikeToArray(o, minLen);
- var n = Object.prototype.toString.call(o).slice(8, -1);
- if (n === "Object" && o.constructor) n = o.constructor.name;
- if (n === "Map" || n === "Set") return Array.from(o);
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);
- }
- function _arrayLikeToArray(arr, len) {
- if (len == null || len > arr.length) len = arr.length;
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
- return arr2;
- }
- function _nonIterableSpread() {
- throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- function _nonIterableRest() {
- throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
- var three$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
- : {
- WebGLRenderer: WebGLRenderer,
- Scene: Scene,
- PerspectiveCamera: PerspectiveCamera,
- Raycaster: Raycaster,
- TextureLoader: TextureLoader,
- Vector2: Vector2,
- Vector3: Vector3,
- Box3: Box3,
- Color: Color,
- Mesh: Mesh,
- SphereGeometry: SphereGeometry,
- MeshBasicMaterial: MeshBasicMaterial,
- BackSide: BackSide,
- EventDispatcher: EventDispatcher,
- MOUSE: MOUSE,
- Quaternion: Quaternion,
- Spherical: Spherical,
- Clock: Clock
- };
- var threeRenderObjects = index$2({
- props: {
- width: {
- "default": window.innerWidth,
- onChange: function onChange(width, state, prevWidth) {
- isNaN(width) && (state.width = prevWidth);
- }
- },
- height: {
- "default": window.innerHeight,
- onChange: function onChange(height, state, prevHeight) {
- isNaN(height) && (state.height = prevHeight);
- }
- },
- backgroundColor: {
- "default": '#000011'
- },
- backgroundImageUrl: {},
- onBackgroundImageLoaded: {},
- showNavInfo: {
- "default": true
- },
- skyRadius: {
- "default": 50000
- },
- objects: {
- "default": []
- },
- enablePointerInteraction: {
- "default": true,
- onChange: function onChange(_, state) {
- // Reset hover state
- state.hoverObj = null;
- if (state.toolTipElem) state.toolTipElem.innerHTML = '';
- },
- triggerUpdate: false
- },
- lineHoverPrecision: {
- "default": 1,
- triggerUpdate: false
- },
- hoverOrderComparator: {
- "default": function _default() {
- return -1;
- },
- triggerUpdate: false
- },
- // keep existing order by default
- hoverFilter: {
- "default": function _default() {
- return true;
- },
- triggerUpdate: false
- },
- // exclude objects from interaction
- tooltipContent: {
- triggerUpdate: false
- },
- hoverDuringDrag: {
- "default": false,
- triggerUpdate: false
- },
- clickAfterDrag: {
- "default": false,
- triggerUpdate: false
- },
- onHover: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onClick: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onRightClick: {
- triggerUpdate: false
- }
- },
- methods: {
- tick: function tick(state) {
- if (state.initialised) {
- state.controls.update && state.controls.update(state.clock.getDelta()); // timedelta is required for fly controls
- state.postProcessingComposer ? state.postProcessingComposer.render() // if using postprocessing, switch the output to it
- : state.renderer.render(state.scene, state.camera);
- state.extraRenderers.forEach(function (r) {
- return r.render(state.scene, state.camera);
- });
- if (state.enablePointerInteraction) {
- // Update tooltip and trigger onHover events
- var topObject = null;
- if (state.hoverDuringDrag || !state.isPointerDragging) {
- var intersects = this.intersectingObjects(state.pointerPos.x, state.pointerPos.y).filter(function (d) {
- return state.hoverFilter(d.object);
- }).sort(function (a, b) {
- return state.hoverOrderComparator(a.object, b.object);
- });
- var topIntersect = intersects.length ? intersects[0] : null;
- topObject = topIntersect ? topIntersect.object : null;
- state.intersectionPoint = topIntersect ? topIntersect.point : null;
- }
- if (topObject !== state.hoverObj) {
- state.onHover(topObject, state.hoverObj);
- state.toolTipElem.innerHTML = topObject ? index$1(state.tooltipContent)(topObject) || '' : '';
- state.hoverObj = topObject;
- }
- }
- exports$1.update(); // update camera animation tweens
- }
- return this;
- },
- getPointerPos: function getPointerPos(state) {
- var _state$pointerPos = state.pointerPos,
- x = _state$pointerPos.x,
- y = _state$pointerPos.y;
- return {
- x: x,
- y: y
- };
- },
- cameraPosition: function cameraPosition(state, position, lookAt, transitionDuration) {
- var camera = state.camera; // Setter
- if (position && state.initialised) {
- var finalPos = position;
- var finalLookAt = lookAt || {
- x: 0,
- y: 0,
- z: 0
- };
- if (!transitionDuration) {
- // no animation
- setCameraPos(finalPos);
- setLookAt(finalLookAt);
- } else {
- var camPos = Object.assign({}, camera.position);
- var camLookAt = getLookAt();
- new exports$1.Tween(camPos).to(finalPos, transitionDuration).easing(exports$1.Easing.Quadratic.Out).onUpdate(setCameraPos).start(); // Face direction in 1/3rd of time
- new exports$1.Tween(camLookAt).to(finalLookAt, transitionDuration / 3).easing(exports$1.Easing.Quadratic.Out).onUpdate(setLookAt).start();
- }
- return this;
- } // Getter
- return Object.assign({}, camera.position, {
- lookAt: getLookAt()
- }); //
- function setCameraPos(pos) {
- var x = pos.x,
- y = pos.y,
- z = pos.z;
- if (x !== undefined) camera.position.x = x;
- if (y !== undefined) camera.position.y = y;
- if (z !== undefined) camera.position.z = z;
- }
- function setLookAt(lookAt) {
- state.controls.target = new three$1.Vector3(lookAt.x, lookAt.y, lookAt.z);
- }
- function getLookAt() {
- return Object.assign(new three$1.Vector3(0, 0, -1000).applyQuaternion(camera.quaternion).add(camera.position));
- }
- },
- zoomToFit: function zoomToFit(state) {
- var transitionDuration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
- var padding = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 10;
- for (var _len = arguments.length, bboxArgs = new Array(_len > 3 ? _len - 3 : 0), _key = 3; _key < _len; _key++) {
- bboxArgs[_key - 3] = arguments[_key];
- }
- return this.fitToBbox(this.getBbox.apply(this, bboxArgs), transitionDuration, padding);
- },
- fitToBbox: function fitToBbox(state, bbox) {
- var transitionDuration = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
- var padding = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 10;
- // based on https://discourse.threejs.org/t/camera-zoom-to-fit-object/936/24
- var camera = state.camera;
- if (bbox) {
- var center = new three$1.Vector3(0, 0, 0); // reset camera aim to center
- var maxBoxSide = Math.max.apply(Math, _toConsumableArray(Object.entries(bbox).map(function (_ref) {
- var _ref2 = _slicedToArray(_ref, 2),
- coordType = _ref2[0],
- coords = _ref2[1];
- return Math.max.apply(Math, _toConsumableArray(coords.map(function (c) {
- return Math.abs(center[coordType] - c);
- })));
- }))) * 2; // find distance that fits whole bbox within padded fov
- var paddedFov = (1 - padding * 2 / state.height) * camera.fov;
- var fitHeightDistance = maxBoxSide / Math.atan(paddedFov * Math.PI / 180);
- var fitWidthDistance = fitHeightDistance / camera.aspect;
- var distance = Math.max(fitHeightDistance, fitWidthDistance);
- if (distance > 0) {
- var newCameraPosition = center.clone().sub(camera.position).normalize().multiplyScalar(-distance);
- this.cameraPosition(newCameraPosition, center, transitionDuration);
- }
- }
- return this;
- },
- getBbox: function getBbox(state) {
- var objFilter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
- return true;
- };
- var box = new three$1.Box3(new three$1.Vector3(0, 0, 0), new three$1.Vector3(0, 0, 0));
- var objs = state.objects.filter(objFilter);
- if (!objs.length) return null;
- objs.forEach(function (obj) {
- return box.expandByObject(obj);
- }); // extract global x,y,z min/max
- return Object.assign.apply(Object, _toConsumableArray(['x', 'y', 'z'].map(function (c) {
- return _defineProperty({}, c, [box.min[c], box.max[c]]);
- })));
- },
- getScreenCoords: function getScreenCoords(state, x, y, z) {
- var vec = new three$1.Vector3(x, y, z);
- vec.project(this.camera()); // project to the camera plane
- return {
- // align relative pos to canvas dimensions
- x: (vec.x + 1) * state.width / 2,
- y: -(vec.y - 1) * state.height / 2
- };
- },
- getSceneCoords: function getSceneCoords(state, screenX, screenY) {
- var distance = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
- var relCoords = new three$1.Vector2(screenX / state.width * 2 - 1, -(screenY / state.height) * 2 + 1);
- var raycaster = new three$1.Raycaster();
- raycaster.setFromCamera(relCoords, state.camera);
- return Object.assign({}, raycaster.ray.at(distance, new three$1.Vector3()));
- },
- intersectingObjects: function intersectingObjects(state, x, y) {
- var relCoords = new three$1.Vector2(x / state.width * 2 - 1, -(y / state.height) * 2 + 1);
- var raycaster = new three$1.Raycaster();
- raycaster.params.Line.threshold = state.lineHoverPrecision; // set linePrecision
- raycaster.setFromCamera(relCoords, state.camera);
- return raycaster.intersectObjects(state.objects, true);
- },
- renderer: function renderer(state) {
- return state.renderer;
- },
- scene: function scene(state) {
- return state.scene;
- },
- camera: function camera(state) {
- return state.camera;
- },
- postProcessingComposer: function postProcessingComposer(state) {
- return state.postProcessingComposer;
- },
- controls: function controls(state) {
- return state.controls;
- },
- tbControls: function tbControls(state) {
- return state.controls;
- } // to be deprecated
- },
- stateInit: function stateInit() {
- return {
- scene: new three$1.Scene(),
- camera: new three$1.PerspectiveCamera(),
- clock: new three$1.Clock()
- };
- },
- init: function init(domNode, state) {
- var _ref4 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
- _ref4$controlType = _ref4.controlType,
- controlType = _ref4$controlType === void 0 ? 'trackball' : _ref4$controlType,
- _ref4$rendererConfig = _ref4.rendererConfig,
- rendererConfig = _ref4$rendererConfig === void 0 ? {} : _ref4$rendererConfig,
- _ref4$extraRenderers = _ref4.extraRenderers,
- extraRenderers = _ref4$extraRenderers === void 0 ? [] : _ref4$extraRenderers,
- _ref4$waitForLoadComp = _ref4.waitForLoadComplete,
- waitForLoadComplete = _ref4$waitForLoadComp === void 0 ? true : _ref4$waitForLoadComp;
- // Wipe DOM
- domNode.innerHTML = ''; // Add relative container
- domNode.appendChild(state.container = document.createElement('div'));
- state.container.className = 'scene-container';
- state.container.style.position = 'relative'; // Add nav info section
- state.container.appendChild(state.navInfo = document.createElement('div'));
- state.navInfo.className = 'scene-nav-info';
- state.navInfo.textContent = {
- orbit: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
- trackball: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
- fly: 'WASD: move, R|F: up | down, Q|E: roll, up|down: pitch, left|right: yaw'
- }[controlType] || '';
- state.navInfo.style.display = state.showNavInfo ? null : 'none'; // Setup tooltip
- state.toolTipElem = document.createElement('div');
- state.toolTipElem.classList.add('scene-tooltip');
- state.container.appendChild(state.toolTipElem); // Capture pointer coords on move or touchstart
- state.pointerPos = new three$1.Vector2();
- state.pointerPos.x = -2; // Initialize off canvas
- state.pointerPos.y = -2;
- ['pointermove', 'pointerdown'].forEach(function (evType) {
- return state.container.addEventListener(evType, function (ev) {
- // track click state
- evType === 'pointerdown' && (state.isPointerPressed = true); // detect point drag
- !state.isPointerDragging && ev.type === 'pointermove' && (ev.pressure > 0 || state.isPointerPressed) // ev.pressure always 0 on Safari, so we used the isPointerPressed tracker
- && (ev.pointerType !== 'touch' || ev.movementX === undefined || [ev.movementX, ev.movementY].some(function (m) {
- return Math.abs(m) > 1;
- })) // relax drag trigger sensitivity on touch events
- && (state.isPointerDragging = true);
- if (state.enablePointerInteraction) {
- // update the pointer pos
- var offset = getOffset(state.container);
- state.pointerPos.x = ev.pageX - offset.left;
- state.pointerPos.y = ev.pageY - offset.top; // Move tooltip
- state.toolTipElem.style.top = "".concat(state.pointerPos.y, "px");
- state.toolTipElem.style.left = "".concat(state.pointerPos.x, "px");
- state.toolTipElem.style.transform = "translate(-".concat(state.pointerPos.x / state.width * 100, "%, 21px)"); // adjust horizontal position to not exceed canvas boundaries
- }
- function getOffset(el) {
- var rect = el.getBoundingClientRect(),
- scrollLeft = window.pageXOffset || document.documentElement.scrollLeft,
- scrollTop = window.pageYOffset || document.documentElement.scrollTop;
- return {
- top: rect.top + scrollTop,
- left: rect.left + scrollLeft
- };
- }
- }, {
- passive: true
- });
- }); // Handle click events on objs
- state.container.addEventListener('pointerup', function (ev) {
- state.isPointerPressed = false;
- if (state.isPointerDragging) {
- state.isPointerDragging = false;
- if (!state.clickAfterDrag) return; // don't trigger onClick after pointer drag (camera motion via controls)
- }
- requestAnimationFrame(function () {
- // trigger click events asynchronously, to allow hoverObj to be set (on frame)
- if (ev.button === 0) {
- // left-click
- state.onClick(state.hoverObj || null, ev, state.intersectionPoint); // trigger background clicks with null
- }
- if (ev.button === 2 && state.onRightClick) {
- // right-click
- state.onRightClick(state.hoverObj || null, ev, state.intersectionPoint);
- }
- });
- }, {
- passive: true,
- capture: true
- }); // use capture phase to prevent propagation blocking from controls (specifically for fly)
- state.container.addEventListener('contextmenu', function (ev) {
- if (state.onRightClick) ev.preventDefault(); // prevent default contextmenu behavior and allow pointerup to fire instead
- }); // Setup renderer, camera and controls
- state.renderer = new three$1.WebGLRenderer(Object.assign({
- antialias: true,
- alpha: true
- }, rendererConfig));
- state.renderer.setPixelRatio(Math.min(2, window.devicePixelRatio)); // clamp device pixel ratio
- state.container.appendChild(state.renderer.domElement); // Setup extra renderers
- state.extraRenderers = extraRenderers;
- state.extraRenderers.forEach(function (r) {
- // overlay them on top of main renderer
- r.domElement.style.position = 'absolute';
- r.domElement.style.top = '0px';
- r.domElement.style.pointerEvents = 'none';
- state.container.appendChild(r.domElement);
- }); // configure post-processing composer
- state.postProcessingComposer = new EffectComposer(state.renderer);
- state.postProcessingComposer.addPass(new RenderPass(state.scene, state.camera)); // render scene as first pass
- // configure controls
- state.controls = new {
- trackball: TrackballControls,
- orbit: OrbitControls,
- fly: FlyControls
- }[controlType](state.camera, state.renderer.domElement);
- if (controlType === 'fly') {
- state.controls.movementSpeed = 300;
- state.controls.rollSpeed = Math.PI / 6;
- state.controls.dragToLook = true;
- }
- if (controlType === 'trackball' || controlType === 'orbit') {
- state.controls.minDistance = 0.1;
- state.controls.maxDistance = state.skyRadius;
- state.controls.addEventListener('start', function () {
- state.controlsEngaged = true;
- });
- state.controls.addEventListener('change', function () {
- if (state.controlsEngaged) {
- state.controlsDragging = true;
- }
- });
- state.controls.addEventListener('end', function () {
- state.controlsEngaged = false;
- state.controlsDragging = false;
- });
- }
- [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
- return r.setSize(state.width, state.height);
- });
- state.camera.aspect = state.width / state.height;
- state.camera.updateProjectionMatrix();
- state.camera.position.z = 1000; // add sky
- state.scene.add(state.skysphere = new three$1.Mesh());
- state.skysphere.visible = false;
- state.loadComplete = state.scene.visible = !waitForLoadComplete;
- window.scene = state.scene;
- },
- update: function update(state, changedProps) {
- // resize canvas
- if (state.width && state.height && (changedProps.hasOwnProperty('width') || changedProps.hasOwnProperty('height'))) {
- state.container.style.width = state.width;
- state.container.style.height = state.height;
- [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
- return r.setSize(state.width, state.height);
- });
- state.camera.aspect = state.width / state.height;
- state.camera.updateProjectionMatrix();
- }
- if (changedProps.hasOwnProperty('skyRadius') && state.skyRadius) {
- state.controls.hasOwnProperty('maxDistance') && changedProps.skyRadius && (state.controls.maxDistance = state.skyRadius);
- state.camera.far = state.skyRadius * 2.5;
- state.camera.updateProjectionMatrix();
- state.skysphere.geometry = new three$1.SphereGeometry(state.skyRadius);
- }
- if (changedProps.hasOwnProperty('backgroundColor')) {
- var alpha = parseToRgb(state.backgroundColor).alpha;
- if (alpha === undefined) alpha = 1;
- state.renderer.setClearColor(new three$1.Color(curriedOpacify(1, state.backgroundColor)), alpha);
- }
- if (changedProps.hasOwnProperty('backgroundImageUrl')) {
- if (!state.backgroundImageUrl) {
- state.skysphere.visible = false;
- state.skysphere.material.map = null;
- !state.loadComplete && finishLoad();
- } else {
- new three$1.TextureLoader().load(state.backgroundImageUrl, function (texture) {
- state.skysphere.material = new three$1.MeshBasicMaterial({
- map: texture,
- side: three$1.BackSide
- });
- state.skysphere.visible = true; // triggered when background image finishes loading (asynchronously to allow 1 frame to load texture)
- state.onBackgroundImageLoaded && setTimeout(state.onBackgroundImageLoaded);
- !state.loadComplete && finishLoad();
- });
- }
- }
- changedProps.hasOwnProperty('showNavInfo') && (state.navInfo.style.display = state.showNavInfo ? null : 'none');
- if (changedProps.hasOwnProperty('objects')) {
- (changedProps.objects || []).forEach(function (obj) {
- return state.scene.remove(obj);
- }); // Clear the place
- state.objects.forEach(function (obj) {
- return state.scene.add(obj);
- }); // Add to scene
- } //
- function finishLoad() {
- state.loadComplete = state.scene.visible = true;
- }
- }
- });
- function linkKapsule (kapsulePropName, kapsuleType) {
- var dummyK = new kapsuleType(); // To extract defaults
- return {
- linkProp: function linkProp(prop) {
- // link property config
- return {
- "default": dummyK[prop](),
- onChange: function onChange(v, state) {
- state[kapsulePropName][prop](v);
- },
- triggerUpdate: false
- };
- },
- linkMethod: function linkMethod(method) {
- // link method pass-through
- return function (state) {
- var kapsuleInstance = state[kapsulePropName];
- for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
- args[_key - 1] = arguments[_key];
- }
- var returnVal = kapsuleInstance[method].apply(kapsuleInstance, args);
- return returnVal === kapsuleInstance ? this // chain based on the parent object, not the inner kapsule
- : returnVal;
- };
- }
- };
- }
- var three = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
- : {
- AmbientLight: AmbientLight,
- DirectionalLight: DirectionalLight,
- Vector3: Vector3
- };
- var CAMERA_DISTANCE2NODES_FACTOR = 170; //
- // Expose config from forceGraph
- var bindFG = linkKapsule('forceGraph', threeForcegraph);
- var linkedFGProps = Object.assign.apply(Object, _toConsumableArray$4(['jsonUrl', 'graphData', 'numDimensions', 'dagMode', 'dagLevelDistance', 'dagNodeFilter', 'onDagError', 'nodeRelSize', 'nodeId', 'nodeVal', 'nodeResolution', 'nodeColor', 'nodeAutoColorBy', 'nodeOpacity', 'nodeVisibility', 'nodeThreeObject', 'nodeThreeObjectExtend', 'linkSource', 'linkTarget', 'linkVisibility', 'linkColor', 'linkAutoColorBy', 'linkOpacity', 'linkWidth', 'linkResolution', 'linkCurvature', 'linkCurveRotation', 'linkMaterial', 'linkThreeObject', 'linkThreeObjectExtend', 'linkPositionUpdate', 'linkDirectionalArrowLength', 'linkDirectionalArrowColor', 'linkDirectionalArrowRelPos', 'linkDirectionalArrowResolution', 'linkDirectionalParticles', 'linkDirectionalParticleSpeed', 'linkDirectionalParticleWidth', 'linkDirectionalParticleColor', 'linkDirectionalParticleResolution', 'forceEngine', 'd3AlphaDecay', 'd3VelocityDecay', 'd3AlphaMin', 'ngraphPhysics', 'warmupTicks', 'cooldownTicks', 'cooldownTime', 'onEngineTick', 'onEngineStop'].map(function (p) {
- return _defineProperty$3({}, p, bindFG.linkProp(p));
- })));
- var linkedFGMethods = Object.assign.apply(Object, _toConsumableArray$4(['refresh', 'getGraphBbox', 'd3Force', 'd3ReheatSimulation', 'emitParticle'].map(function (p) {
- return _defineProperty$3({}, p, bindFG.linkMethod(p));
- }))); // Expose config from renderObjs
- var bindRenderObjs = linkKapsule('renderObjs', threeRenderObjects);
- var linkedRenderObjsProps = Object.assign.apply(Object, _toConsumableArray$4(['width', 'height', 'backgroundColor', 'showNavInfo', 'enablePointerInteraction'].map(function (p) {
- return _defineProperty$3({}, p, bindRenderObjs.linkProp(p));
- })));
- var linkedRenderObjsMethods = Object.assign.apply(Object, _toConsumableArray$4(['cameraPosition', 'postProcessingComposer'].map(function (p) {
- return _defineProperty$3({}, p, bindRenderObjs.linkMethod(p));
- })).concat([{
- graph2ScreenCoords: bindRenderObjs.linkMethod('getScreenCoords'),
- screen2GraphCoords: bindRenderObjs.linkMethod('getSceneCoords')
- }])); //
- var _3dForceGraph = index$2({
- props: _objectSpread2$2(_objectSpread2$2({
- nodeLabel: {
- "default": 'name',
- triggerUpdate: false
- },
- linkLabel: {
- "default": 'name',
- triggerUpdate: false
- },
- linkHoverPrecision: {
- "default": 1,
- onChange: function onChange(p, state) {
- return state.renderObjs.lineHoverPrecision(p);
- },
- triggerUpdate: false
- },
- enableNavigationControls: {
- "default": true,
- onChange: function onChange(enable, state) {
- var controls = state.renderObjs.controls();
- if (controls) {
- controls.enabled = enable;
- }
- },
- triggerUpdate: false
- },
- enableNodeDrag: {
- "default": true,
- triggerUpdate: false
- },
- onNodeDrag: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onNodeDragEnd: {
- "default": function _default() {},
- triggerUpdate: false
- },
- onNodeClick: {
- triggerUpdate: false
- },
- onNodeRightClick: {
- triggerUpdate: false
- },
- onNodeHover: {
- triggerUpdate: false
- },
- onLinkClick: {
- triggerUpdate: false
- },
- onLinkRightClick: {
- triggerUpdate: false
- },
- onLinkHover: {
- triggerUpdate: false
- },
- onBackgroundClick: {
- triggerUpdate: false
- },
- onBackgroundRightClick: {
- triggerUpdate: false
- }
- }, linkedFGProps), linkedRenderObjsProps),
- methods: _objectSpread2$2(_objectSpread2$2({
- zoomToFit: function zoomToFit(state, transitionDuration, padding) {
- var _state$forceGraph;
- for (var _len = arguments.length, bboxArgs = new Array(_len > 3 ? _len - 3 : 0), _key = 3; _key < _len; _key++) {
- bboxArgs[_key - 3] = arguments[_key];
- }
- state.renderObjs.fitToBbox((_state$forceGraph = state.forceGraph).getGraphBbox.apply(_state$forceGraph, bboxArgs), transitionDuration, padding);
- return this;
- },
- pauseAnimation: function pauseAnimation(state) {
- if (state.animationFrameRequestId !== null) {
- cancelAnimationFrame(state.animationFrameRequestId);
- state.animationFrameRequestId = null;
- }
- return this;
- },
- resumeAnimation: function resumeAnimation(state) {
- if (state.animationFrameRequestId === null) {
- this._animationCycle();
- }
- return this;
- },
- _animationCycle: function _animationCycle(state) {
- if (state.enablePointerInteraction) {
- // reset canvas cursor (override dragControls cursor)
- this.renderer().domElement.style.cursor = null;
- } // Frame cycle
- state.forceGraph.tickFrame();
- state.renderObjs.tick();
- state.animationFrameRequestId = requestAnimationFrame(this._animationCycle);
- },
- scene: function scene(state) {
- return state.renderObjs.scene();
- },
- // Expose scene
- camera: function camera(state) {
- return state.renderObjs.camera();
- },
- // Expose camera
- renderer: function renderer(state) {
- return state.renderObjs.renderer();
- },
- // Expose renderer
- controls: function controls(state) {
- return state.renderObjs.controls();
- },
- // Expose controls
- tbControls: function tbControls(state) {
- return state.renderObjs.tbControls();
- },
- // To be deprecated
- _destructor: function _destructor() {
- this.pauseAnimation();
- this.graphData({
- nodes: [],
- links: []
- });
- }
- }, linkedFGMethods), linkedRenderObjsMethods),
- stateInit: function stateInit(_ref5) {
- var controlType = _ref5.controlType,
- rendererConfig = _ref5.rendererConfig,
- extraRenderers = _ref5.extraRenderers;
- return {
- forceGraph: new threeForcegraph(),
- renderObjs: threeRenderObjects({
- controlType: controlType,
- rendererConfig: rendererConfig,
- extraRenderers: extraRenderers
- })
- };
- },
- init: function init(domNode, state) {
- // Wipe DOM
- domNode.innerHTML = ''; // Add relative container
- domNode.appendChild(state.container = document.createElement('div'));
- state.container.style.position = 'relative'; // Add renderObjs
- var roDomNode = document.createElement('div');
- state.container.appendChild(roDomNode);
- state.renderObjs(roDomNode);
- var camera = state.renderObjs.camera();
- var renderer = state.renderObjs.renderer();
- var controls = state.renderObjs.controls();
- controls.enabled = !!state.enableNavigationControls;
- state.lastSetCameraZ = camera.position.z; // Add info space
- var infoElem;
- state.container.appendChild(infoElem = document.createElement('div'));
- infoElem.className = 'graph-info-msg';
- infoElem.textContent = ''; // config forcegraph
- state.forceGraph.onLoading(function () {
- infoElem.textContent = 'Loading...';
- }).onFinishLoading(function () {
- infoElem.textContent = '';
- }).onUpdate(function () {
- // sync graph data structures
- state.graphData = state.forceGraph.graphData(); // re-aim camera, if still in default position (not user modified)
- if (camera.position.x === 0 && camera.position.y === 0 && camera.position.z === state.lastSetCameraZ && state.graphData.nodes.length) {
- camera.lookAt(state.forceGraph.position);
- state.lastSetCameraZ = camera.position.z = Math.cbrt(state.graphData.nodes.length) * CAMERA_DISTANCE2NODES_FACTOR;
- }
- }).onFinishUpdate(function () {
- // Setup node drag interaction
- if (state._dragControls) {
- var curNodeDrag = state.graphData.nodes.find(function (node) {
- return node.__initialFixedPos && !node.__disposeControlsAfterDrag;
- }); // detect if there's a node being dragged using the existing drag controls
- if (curNodeDrag) {
- curNodeDrag.__disposeControlsAfterDrag = true; // postpone previous controls disposal until drag ends
- } else {
- state._dragControls.dispose(); // cancel previous drag controls
- }
- state._dragControls = undefined;
- }
- if (state.enableNodeDrag && state.enablePointerInteraction && state.forceEngine === 'd3') {
- // Can't access node positions programatically in ngraph
- var dragControls = state._dragControls = new DragControls(state.graphData.nodes.map(function (node) {
- return node.__threeObj;
- }).filter(function (obj) {
- return obj;
- }), camera, renderer.domElement);
- dragControls.addEventListener('dragstart', function (event) {
- controls.enabled = false; // Disable controls while dragging
- // track drag object movement
- event.object.__initialPos = event.object.position.clone();
- event.object.__prevPos = event.object.position.clone();
- var node = getGraphObj(event.object).__data;
- !node.__initialFixedPos && (node.__initialFixedPos = {
- fx: node.fx,
- fy: node.fy,
- fz: node.fz
- });
- !node.__initialPos && (node.__initialPos = {
- x: node.x,
- y: node.y,
- z: node.z
- }); // lock node
- ['x', 'y', 'z'].forEach(function (c) {
- return node["f".concat(c)] = node[c];
- }); // drag cursor
- renderer.domElement.classList.add('grabbable');
- });
- dragControls.addEventListener('drag', function (event) {
- var nodeObj = getGraphObj(event.object);
- if (!event.object.hasOwnProperty('__graphObjType')) {
- // If dragging a child of the node, update the node object instead
- var initPos = event.object.__initialPos;
- var prevPos = event.object.__prevPos;
- var _newPos = event.object.position;
- nodeObj.position.add(_newPos.clone().sub(prevPos)); // translate node object by the motion delta
- prevPos.copy(_newPos);
- _newPos.copy(initPos); // reset child back to its initial position
- }
- var node = nodeObj.__data;
- var newPos = nodeObj.position;
- var translate = {
- x: newPos.x - node.x,
- y: newPos.y - node.y,
- z: newPos.z - node.z
- }; // Move fx/fy/fz (and x/y/z) of nodes based on object new position
- ['x', 'y', 'z'].forEach(function (c) {
- return node["f".concat(c)] = node[c] = newPos[c];
- });
- state.forceGraph.d3AlphaTarget(0.3) // keep engine running at low intensity throughout drag
- .resetCountdown(); // prevent freeze while dragging
- node.__dragged = true;
- state.onNodeDrag(node, translate);
- });
- dragControls.addEventListener('dragend', function (event) {
- delete event.object.__initialPos; // remove tracking attributes
- delete event.object.__prevPos;
- var node = getGraphObj(event.object).__data; // dispose previous controls if needed
- if (node.__disposeControlsAfterDrag) {
- dragControls.dispose();
- delete node.__disposeControlsAfterDrag;
- }
- var initFixedPos = node.__initialFixedPos;
- var initPos = node.__initialPos;
- var translate = {
- x: initPos.x - node.x,
- y: initPos.y - node.y,
- z: initPos.z - node.z
- };
- if (initFixedPos) {
- ['x', 'y', 'z'].forEach(function (c) {
- var fc = "f".concat(c);
- if (initFixedPos[fc] === undefined) {
- delete node[fc];
- }
- });
- delete node.__initialFixedPos;
- delete node.__initialPos;
- if (node.__dragged) {
- delete node.__dragged;
- state.onNodeDragEnd(node, translate);
- }
- }
- state.forceGraph.d3AlphaTarget(0) // release engine low intensity
- .resetCountdown(); // let the engine readjust after releasing fixed nodes
- if (state.enableNavigationControls) {
- controls.enabled = true; // Re-enable controls
- controls.domElement && controls.domElement.ownerDocument && controls.domElement.ownerDocument.dispatchEvent( // simulate mouseup to ensure the controls don't take over after dragend
- new PointerEvent('pointerup', {
- pointerType: 'touch'
- }));
- } // clear cursor
- renderer.domElement.classList.remove('grabbable');
- });
- }
- }); // config renderObjs
- state.renderObjs.objects([// Populate scene
- new three.AmbientLight(0xbbbbbb), new three.DirectionalLight(0xffffff, 0.6), state.forceGraph]).hoverOrderComparator(function (a, b) {
- // Prioritize graph objects
- var aObj = getGraphObj(a);
- if (!aObj) return 1;
- var bObj = getGraphObj(b);
- if (!bObj) return -1; // Prioritize nodes over links
- var isNode = function isNode(o) {
- return o.__graphObjType === 'node';
- };
- return isNode(bObj) - isNode(aObj);
- }).tooltipContent(function (obj) {
- var graphObj = getGraphObj(obj);
- return graphObj ? index$1(state["".concat(graphObj.__graphObjType, "Label")])(graphObj.__data) || '' : '';
- }).hoverDuringDrag(false).onHover(function (obj) {
- // Update tooltip and trigger onHover events
- var hoverObj = getGraphObj(obj);
- if (hoverObj !== state.hoverObj) {
- var prevObjType = state.hoverObj ? state.hoverObj.__graphObjType : null;
- var prevObjData = state.hoverObj ? state.hoverObj.__data : null;
- var objType = hoverObj ? hoverObj.__graphObjType : null;
- var objData = hoverObj ? hoverObj.__data : null;
- if (prevObjType && prevObjType !== objType) {
- // Hover out
- var fn = state["on".concat(prevObjType === 'node' ? 'Node' : 'Link', "Hover")];
- fn && fn(null, prevObjData);
- }
- if (objType) {
- // Hover in
- var _fn = state["on".concat(objType === 'node' ? 'Node' : 'Link', "Hover")];
- _fn && _fn(objData, prevObjType === objType ? prevObjData : null);
- } // set pointer if hovered object is clickable
- renderer.domElement.classList[hoverObj && state["on".concat(objType === 'node' ? 'Node' : 'Link', "Click")] || !hoverObj && state.onBackgroundClick ? 'add' : 'remove']('clickable');
- state.hoverObj = hoverObj;
- }
- }).clickAfterDrag(false).onClick(function (obj, ev) {
- var graphObj = getGraphObj(obj);
- if (graphObj) {
- var fn = state["on".concat(graphObj.__graphObjType === 'node' ? 'Node' : 'Link', "Click")];
- fn && fn(graphObj.__data, ev);
- } else {
- state.onBackgroundClick && state.onBackgroundClick(ev);
- }
- }).onRightClick(function (obj, ev) {
- // Handle right-click events
- var graphObj = getGraphObj(obj);
- if (graphObj) {
- var fn = state["on".concat(graphObj.__graphObjType === 'node' ? 'Node' : 'Link', "RightClick")];
- fn && fn(graphObj.__data, ev);
- } else {
- state.onBackgroundRightClick && state.onBackgroundRightClick(ev);
- }
- }); //
- // Kick-off renderer
- this._animationCycle();
- }
- }); //
- function getGraphObj(object) {
- var obj = object; // recurse up object chain until finding the graph object
- while (obj && !obj.hasOwnProperty('__graphObjType')) {
- obj = obj.parent;
- }
- return obj;
- }
- return _3dForceGraph;
- })));
- //# sourceMappingURL=3d-force-graph.js.map
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