diff --git a/aruco_pose/src/genmap.py b/aruco_pose/src/genmap.py index 0050fc4f8..81fc76b9f 100755 --- a/aruco_pose/src/genmap.py +++ b/aruco_pose/src/genmap.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 # Copyright (C) 2018 Copter Express Technologies # diff --git a/aruco_pose/test/largemap.py b/aruco_pose/test/largemap.py index 56e06837b..60e9c5e27 100755 --- a/aruco_pose/test/largemap.py +++ b/aruco_pose/test/largemap.py @@ -1,26 +1,19 @@ -#!/usr/bin/env python -import sys -import unittest -import json import rospy -import rostest +import pytest from sensor_msgs.msg import Image from visualization_msgs.msg import MarkerArray as VisMarkerArray +@pytest.fixture +def node(): + return rospy.init_node('test_aruco_largemap', anonymous=True) -class TestArucoPose(unittest.TestCase): - def setUp(self): - rospy.init_node('test_aruco_largemap', anonymous=True) +def test_large_map_image(node): + img = rospy.wait_for_message('aruco_map/image', Image, timeout=5) + assert img.width == 2000 + assert img.height == 2000 + assert img.encoding in ('mono8', 'rgb8') - def test_map_image(self): - img = rospy.wait_for_message('aruco_map/image', Image, timeout=5) - self.assertEqual(img.width, 2000) - self.assertEqual(img.height, 2000) - self.assertIn(img.encoding, ('mono8', 'rgb8')) - - def test_map_visualization(self): - vis = rospy.wait_for_message('aruco_map/visualization', VisMarkerArray, timeout=5) - - -rostest.rosrun('aruco_pose', 'test_aruco_largemap', TestArucoPose, sys.argv) +def test_large_map_visualization(node): + vis = rospy.wait_for_message('aruco_map/visualization', VisMarkerArray, timeout=5) + assert len(vis.markers) == 11 diff --git a/aruco_pose/test/largemap.test b/aruco_pose/test/largemap.test index 799e18396..c26da411b 100644 --- a/aruco_pose/test/largemap.test +++ b/aruco_pose/test/largemap.test @@ -9,5 +9,6 @@ - + + diff --git a/builder/assets/clever/setup.py b/builder/assets/clever/setup.py index 1ed75deed..d2169cdbe 100755 --- a/builder/assets/clever/setup.py +++ b/builder/assets/clever/setup.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 from distutils.core import setup diff --git a/builder/assets/python3.yaml b/builder/assets/python3.yaml new file mode 100644 index 000000000..3a71eb8ab --- /dev/null +++ b/builder/assets/python3.yaml @@ -0,0 +1,9 @@ +python3-wxgtk: + debian: + buster: [python3-wxgtk4.0] +python3-serial: + debian: + buster: [python3-serial] +python3-requests: + debian: + buster: [python3-requests] diff --git a/builder/image-build.sh b/builder/image-build.sh index fc6f6a03c..4c0a2d708 100755 --- a/builder/image-build.sh +++ b/builder/image-build.sh @@ -115,6 +115,7 @@ ${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} exec ${SCRIPTS_DIR}'/image-network. ${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} copy ${SCRIPTS_DIR}'/assets/clover.service' '/lib/systemd/system/' ${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} copy ${SCRIPTS_DIR}'/assets/roscore.service' '/lib/systemd/system/' ${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} copy ${SCRIPTS_DIR}'/assets/melodic-rosdep-clover.yaml' '/etc/ros/rosdep/' +${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} copy ${SCRIPTS_DIR}'/assets/python3.yaml' '/etc/ros/rosdep/' ${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} copy ${SCRIPTS_DIR}'/assets/ros_python_paths' '/etc/sudoers.d/' ${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} copy ${SCRIPTS_DIR}'/assets/pigpiod.service' '/lib/systemd/system/' ${BUILDER_DIR}/image-chroot.sh ${IMAGE_PATH} copy ${SCRIPTS_DIR}'/assets/launch.nanorc' '/usr/share/nano/' diff --git a/builder/image-ros.sh b/builder/image-ros.sh index fef4aec39..25e7b88f8 100755 --- a/builder/image-ros.sh +++ b/builder/image-ros.sh @@ -68,7 +68,8 @@ my_travis_retry() { # TODO: 'kinetic-rosdep-clover.yaml' should add only if we use our repo? echo_stamp "Init rosdep" my_travis_retry rosdep init -echo "yaml file:///etc/ros/rosdep/melodic-rosdep-clover.yaml" >> /etc/ros/rosdep/sources.list.d/20-default.list +echo "yaml file:///etc/ros/rosdep/melodic-rosdep-clover.yaml" > /etc/ros/rosdep/sources.list.d/30-clover.list +echo "yaml file:///etc/ros/rosdep/python3.yaml" > /etc/ros/rosdep/sources.list.d/40-python3.list my_travis_retry rosdep update echo_stamp "Populate rosdep for ROS user" @@ -87,6 +88,7 @@ resolve_rosdep() { } export ROS_IP='127.0.0.1' # needed for running tests +export ROS_PYTHON_VERSION=3 echo_stamp "Reconfiguring Clover repository for simplier unshallowing" cd /home/pi/catkin_ws/src/clover @@ -95,8 +97,8 @@ git config remote.origin.fetch "+refs/heads/*:refs/remotes/origin/*" echo_stamp "Build and install Clover" cd /home/pi/catkin_ws resolve_rosdep $(pwd) -my_travis_retry pip install wheel -my_travis_retry pip install -r /home/pi/catkin_ws/src/clover/clover/requirements.txt +my_travis_retry pip3 install wheel +my_travis_retry pip3 install -r /home/pi/catkin_ws/src/clover/clover/requirements.txt source /opt/ros/melodic/setup.bash catkin_make -j2 -DCMAKE_BUILD_TYPE=Release @@ -133,7 +135,7 @@ echo_stamp "Install GeographicLib datasets (needed for mavros)" \ # FIXME: Buster comes with tornado==5.1.1 but we need tornado==4.2.1 for rosbridge_suite # (note that Python 3 will still have a more recent version) -pip install tornado==4.2.1 +pip3 install tornado==4.2.1 echo_stamp "Running tests" cd /home/pi/catkin_ws diff --git a/builder/image-software.sh b/builder/image-software.sh index a94fbf183..0702946c9 100755 --- a/builder/image-software.sh +++ b/builder/image-software.sh @@ -67,7 +67,7 @@ apt-get update \ echo "deb http://packages.ros.org/ros/ubuntu buster main" > /etc/apt/sources.list.d/ros-latest.list echo "deb http://deb.coex.tech/opencv3 buster main" > /etc/apt/sources.list.d/opencv3.list -echo "deb http://deb.coex.tech/rpi-ros-melodic buster main" > /etc/apt/sources.list.d/rpi-ros-melodic.list +echo "deb http://deb.coex.tech/melodic-py3 buster main" > /etc/apt/sources.list.d/rpi-ros-melodic.list echo "deb http://deb.coex.tech/clover buster main" > /etc/apt/sources.list.d/clover.list echo_stamp "Update apt cache" @@ -95,20 +95,21 @@ libjpeg8 \ tcpdump \ ltrace \ libpoco-dev \ -python-rosdep \ -python-rosinstall-generator \ -python-wstool \ -python-rosinstall \ +python3-rosdep \ +python3-rosinstall-generator \ +python3-wstool \ +python3-rosinstall \ build-essential \ libffi-dev \ monkey \ pigpio python-pigpio python3-pigpio \ i2c-tools \ -espeak espeak-data python-espeak \ +espeak espeak-data python3-espeak \ ntpdate \ python-dev \ python3-dev \ -python-systemd \ +python3-venv \ +python3-systemd \ mjpg-streamer \ python3-opencv \ && echo_stamp "Everything was installed!" "SUCCESS" \ @@ -132,13 +133,14 @@ pip3 --version echo_stamp "Install and enable Butterfly (web terminal)" echo_stamp "Workaround for tornado >= 6.0 breaking butterfly" -my_travis_retry pip3 install tornado==5.1.1 +my_travis_retry pip3 install tornado==4.2.1 my_travis_retry pip3 install butterfly my_travis_retry pip3 install butterfly[systemd] systemctl enable butterfly.socket echo_stamp "Install ws281x library" -my_travis_retry pip install --prefer-binary rpi_ws281x +my_travis_retry pip2 install --prefer-binary rpi_ws281x +my_travis_retry pip3 install --prefer-binary rpi_ws281x echo_stamp "Setup Monkey" mv /etc/monkey/sites/default /etc/monkey/sites/default.orig @@ -154,7 +156,7 @@ rm -rf node-v10.15.0-linux-armv6l/ rm node-v10.15.0-linux-armv6l.tar.gz echo_stamp "Installing ptvsd" -my_travis_retry pip install ptvsd +my_travis_retry pip2 install ptvsd my_travis_retry pip3 install ptvsd echo_stamp "Add .vimrc" diff --git a/builder/image-validate.sh b/builder/image-validate.sh index a95beecd1..43a801ae0 100755 --- a/builder/image-validate.sh +++ b/builder/image-validate.sh @@ -18,13 +18,15 @@ echo "Run image tests" export ROS_DISTRO='melodic' export ROS_IP='127.0.0.1' +export ROS_PYTHON_VERSION=3 source /opt/ros/melodic/setup.bash source /home/pi/catkin_ws/devel/setup.bash cd /home/pi/catkin_ws/src/clover/builder/test/ ./tests.sh ./tests.py -./tests_py3.py +# Disable Python 2 tests for image - we're dropping support, right? +# ./tests_py2.py [[ $(./tests_clever.py) == "Warning: clever package is renamed to clover" ]] # test backwards compatibility echo "Move /etc/ld.so.preload back to its original position" diff --git a/builder/test/tests.py b/builder/test/tests.py index f676020ec..a33d2eac0 100755 --- a/builder/test/tests.py +++ b/builder/test/tests.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 # validate all required modules installed @@ -17,6 +17,8 @@ from clover.srv import GetTelemetry, Navigate, NavigateGlobal, SetPosition, SetVelocity, \ SetAttitude, SetRates, SetLEDEffect +get_telemetry = rospy.ServiceProxy('get_telemetry', GetTelemetry) + import tf2_ros import tf2_geometry_msgs @@ -27,4 +29,4 @@ import pigpio from espeak import espeak -print cv2.getBuildInformation() +print(cv2.getBuildInformation()) diff --git a/builder/test/tests_clever.py b/builder/test/tests_clever.py index 8db8b6b04..ffe251cc2 100755 --- a/builder/test/tests_clever.py +++ b/builder/test/tests_clever.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 # test backwards compatibility diff --git a/builder/test/tests_py2.py b/builder/test/tests_py2.py new file mode 100755 index 000000000..32c389f2b --- /dev/null +++ b/builder/test/tests_py2.py @@ -0,0 +1,7 @@ +#!/usr/bin/env python + +# Make sure our Python 2 software is installed + +import cv2 + +print(cv2.getBuildInformation()) diff --git a/builder/test/tests_py3.py b/builder/test/tests_py3.py deleted file mode 100755 index aca3a404d..000000000 --- a/builder/test/tests_py3.py +++ /dev/null @@ -1,7 +0,0 @@ -#!/usr/bin/env python3 - -# Make sure our Python 3 software is installed - -import cv2 - -print(cv2.getBuildInformation()) diff --git a/clover/package.xml b/clover/package.xml index 8a9a0c7ed..80a8b4d60 100644 --- a/clover/package.xml +++ b/clover/package.xml @@ -1,5 +1,5 @@ - + clover 0.0.1 The Clover package @@ -37,8 +37,10 @@ rosbridge_server web_video_server tf2_web_republisher - python-lxml - python-pymavlink + python-lxml + python3-lxml + python-pymavlink + python-pymavlink diff --git a/clover/requirements.txt b/clover/requirements.txt index 941741885..27eac3129 100644 --- a/clover/requirements.txt +++ b/clover/requirements.txt @@ -1,5 +1,5 @@ flask==1.1.1 docopt==0.6.2 -geopy==1.11.0 -smbus2==0.2.1 -VL53L1X==0.0.2 +geopy==1.20.0 +smbus2==0.3.0 +VL53L1X==0.0.4 diff --git a/clover/src/selfcheck.py b/clover/src/selfcheck.py index bdf7cb8e5..a4a138850 100755 --- a/clover/src/selfcheck.py +++ b/clover/src/selfcheck.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 # coding=utf-8 # Copyright (C) 2018 Copter Express Technologies @@ -138,7 +138,7 @@ def mavlink_exec(cmd, timeout=3.0): timeout=3, baudrate=0, count=len(cmd), - data=map(ord, cmd.ljust(70, '\0'))) + data=[ord(c) for c in cmd.ljust(70, '\0')]) msg.pack(link) ros_msg = mavlink.convert_to_rosmsg(msg) mavlink_pub.publish(ros_msg) @@ -609,7 +609,7 @@ def check_rangefinder(): @check('Boot duration') def check_boot_duration(): - output = subprocess.check_output('systemd-analyze') + output = subprocess.check_output('systemd-analyze').decode() r = re.compile(r'([\d\.]+)s\s*$', flags=re.MULTILINE) duration = float(r.search(output).groups()[0]) if duration > 15: @@ -620,7 +620,7 @@ def check_boot_duration(): def check_cpu_usage(): WHITELIST = 'nodelet', CMD = "top -n 1 -b -i | tail -n +8 | awk '{ printf(\"%-8s\\t%-8s\\t%-8s\\n\", $1, $9, $12); }'" - output = subprocess.check_output(CMD, shell=True) + output = subprocess.check_output(CMD, shell=True).decode() processes = output.split('\n') for process in processes: if not process: @@ -636,7 +636,7 @@ def check_cpu_usage(): def check_clover_service(): try: output = subprocess.check_output('systemctl show -p ActiveState --value clover.service'.split(), - stderr=subprocess.STDOUT) + stderr=subprocess.STDOUT).decode() except subprocess.CalledProcessError as e: failure('systemctl returned %s: %s', e.returncode, e.output) return @@ -751,7 +751,7 @@ def check_rpi_health(): # = # In case of `get_throttled`, is a hexadecimal number # with some of the FLAGs OR'ed together - output = subprocess.check_output(['vcgencmd', 'get_throttled']) + output = subprocess.check_output(['vcgencmd', 'get_throttled']).decode() except OSError: failure('could not call vcgencmd binary; not a Raspberry Pi?') return diff --git a/clover/test/basic.py b/clover/test/basic.py index fe546f7d1..b4ba870d2 100755 --- a/clover/test/basic.py +++ b/clover/test/basic.py @@ -1,4 +1,3 @@ -#!/usr/bin/env python import rospy import pytest from mavros_msgs.msg import State diff --git a/clover/www/js/ros3d.js b/clover/www/js/ros3d.js index 2a607c253..ed82246bc 100644 --- a/clover/www/js/ros3d.js +++ b/clover/www/js/ros3d.js @@ -1,3388 +1,55170 @@ -/** - * @author Russell Toris - rctoris@wpi.edu - * @author David Gossow - dgossow@willowgarage.com - */ +var ROS3D = (function (exports,ROSLIB) { +'use strict'; -var ROS3D = ROS3D || { - REVISION : '0.15.0' -}; +// Polyfills -// Marker types -ROS3D.MARKER_ARROW = 0; -ROS3D.MARKER_CUBE = 1; -ROS3D.MARKER_SPHERE = 2; -ROS3D.MARKER_CYLINDER = 3; -ROS3D.MARKER_LINE_STRIP = 4; -ROS3D.MARKER_LINE_LIST = 5; -ROS3D.MARKER_CUBE_LIST = 6; -ROS3D.MARKER_SPHERE_LIST = 7; -ROS3D.MARKER_POINTS = 8; -ROS3D.MARKER_TEXT_VIEW_FACING = 9; -ROS3D.MARKER_MESH_RESOURCE = 10; -ROS3D.MARKER_TRIANGLE_LIST = 11; +if ( Number.EPSILON === undefined ) { -// Interactive marker feedback types -ROS3D.INTERACTIVE_MARKER_KEEP_ALIVE = 0; -ROS3D.INTERACTIVE_MARKER_POSE_UPDATE = 1; -ROS3D.INTERACTIVE_MARKER_MENU_SELECT = 2; -ROS3D.INTERACTIVE_MARKER_BUTTON_CLICK = 3; -ROS3D.INTERACTIVE_MARKER_MOUSE_DOWN = 4; -ROS3D.INTERACTIVE_MARKER_MOUSE_UP = 5; + Number.EPSILON = Math.pow( 2, - 52 ); -// Interactive marker control types -ROS3D.INTERACTIVE_MARKER_NONE = 0; -ROS3D.INTERACTIVE_MARKER_MENU = 1; -ROS3D.INTERACTIVE_MARKER_BUTTON = 2; -ROS3D.INTERACTIVE_MARKER_MOVE_AXIS = 3; -ROS3D.INTERACTIVE_MARKER_MOVE_PLANE = 4; -ROS3D.INTERACTIVE_MARKER_ROTATE_AXIS = 5; -ROS3D.INTERACTIVE_MARKER_MOVE_ROTATE = 6; +} -// Interactive marker rotation behavior -ROS3D.INTERACTIVE_MARKER_INHERIT = 0; -ROS3D.INTERACTIVE_MARKER_FIXED = 1; -ROS3D.INTERACTIVE_MARKER_VIEW_FACING = 2; +if ( Number.isInteger === undefined ) { -// Collada loader types -ROS3D.COLLADA_LOADER = 1; -ROS3D.COLLADA_LOADER_2 = 2; + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + Number.isInteger = function ( value ) { -/** - * Create a THREE material based on the given RGBA values. - * - * @param r - the red value - * @param g - the green value - * @param b - the blue value - * @param a - the alpha value - * @returns the THREE material - */ -ROS3D.makeColorMaterial = function(r, g, b, a) { - var color = new THREE.Color(); - color.setRGB(r, g, b); - if (a <= 0.99) { - return new THREE.MeshBasicMaterial({ - color : color.getHex(), - opacity : a + 0.1, - transparent : true, - depthWrite : true, - blendSrc : THREE.SrcAlphaFactor, - blendDst : THREE.OneMinusSrcAlphaFactor, - blendEquation : THREE.ReverseSubtractEquation, - blending : THREE.NormalBlending - }); - } else { - return new THREE.MeshPhongMaterial({ - color : color.getHex(), - opacity : a, - blending : THREE.NormalBlending - }); - } -}; + return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; -/** - * Return the intersection between the mouseray and the plane. - * - * @param mouseRay - the mouse ray - * @param planeOrigin - the origin of the plane - * @param planeNormal - the normal of the plane - * @returns the intersection point - */ -ROS3D.intersectPlane = function(mouseRay, planeOrigin, planeNormal) { - var vector = new THREE.Vector3(); - var intersectPoint = new THREE.Vector3(); - vector.subVectors(planeOrigin, mouseRay.origin); - var dot = mouseRay.direction.dot(planeNormal); + }; - // bail if ray and plane are parallel - if (Math.abs(dot) < mouseRay.precision) { - return undefined; - } +} - // calc distance to plane - var scalar = planeNormal.dot(vector) / dot; +// - intersectPoint.addVectors(mouseRay.origin, mouseRay.direction.clone().multiplyScalar(scalar)); - return intersectPoint; -}; +if ( Math.sign === undefined ) { -/** - * Find the closest point on targetRay to any point on mouseRay. Math taken from - * http://paulbourke.net/geometry/lineline3d/ - * - * @param targetRay - the target ray to use - * @param mouseRay - the mouse ray - * @param the closest point between the two rays - */ -ROS3D.findClosestPoint = function(targetRay, mouseRay) { - var v13 = new THREE.Vector3(); - v13.subVectors(targetRay.origin, mouseRay.origin); - var v43 = mouseRay.direction.clone(); - var v21 = targetRay.direction.clone(); - var d1343 = v13.dot(v43); - var d4321 = v43.dot(v21); - var d1321 = v13.dot(v21); - var d4343 = v43.dot(v43); - var d2121 = v21.dot(v21); + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign - var denom = d2121 * d4343 - d4321 * d4321; - // check within a delta - if (Math.abs(denom) <= 0.0001) { - return undefined; - } - var numer = d1343 * d4321 - d1321 * d4343; + Math.sign = function ( x ) { - var mua = numer / denom; - return mua; -}; + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; -/** - * Find the closest point between the axis and the mouse. - * - * @param axisRay - the ray from the axis - * @param camera - the camera to project from - * @param mousePos - the mouse position - * @returns the closest axis point - */ -ROS3D.closestAxisPoint = function(axisRay, camera, mousePos) { - var projector = new THREE.Projector(); + }; - // project axis onto screen - var o = axisRay.origin.clone(); - projector.projectVector(o, camera); - var o2 = axisRay.direction.clone().add(axisRay.origin); - projector.projectVector(o2, camera); +} - // d is the axis vector in screen space (d = o2-o) - var d = o2.clone().sub(o); +if ( 'name' in Function.prototype === false ) { - // t is the 2d ray param of perpendicular projection of mousePos onto o - var tmp = new THREE.Vector2(); - // (t = (mousePos - o) * d / (d*d)) - var t = tmp.subVectors(mousePos, o).dot(d) / d.dot(d); + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - // mp is the final 2d-projected mouse pos (mp = o + d*t) - var mp = new THREE.Vector2(); - mp.addVectors(o, d.clone().multiplyScalar(t)); + Object.defineProperty( Function.prototype, 'name', { - // go back to 3d by shooting a ray - var vector = new THREE.Vector3(mp.x, mp.y, 0.5); - projector.unprojectVector(vector, camera); - var mpRay = new THREE.Ray(camera.position, vector.sub(camera.position).normalize()); + get: function () { - return ROS3D.findClosestPoint(axisRay, mpRay); -}; + return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; -/** - * @author Julius Kammerl - jkammerl@willowgarage.com - */ + } -/** - * The DepthCloud object. - * - * @constructor - * @param options - object with following keys: - * - * * url - the URL of the stream - * * f (optional) - the camera's focal length (defaults to standard Kinect calibration) - * * pointSize (optional) - point size (pixels) for rendered point cloud - * * width (optional) - width of the video stream - * * height (optional) - height of the video stream - * * whiteness (optional) - blends rgb values to white (0..100) - * * varianceThreshold (optional) - threshold for variance filter, used for compression artifact removal - */ -ROS3D.DepthCloud = function(options) { - options = options || {}; - THREE.Object3D.call(this); - - this.url = options.url; - this.f = options.f || 526; - this.pointSize = options.pointSize || 3; - this.width = options.width || 1024; - this.height = options.height || 1024; - this.whiteness = options.whiteness || 0; - this.varianceThreshold = options.varianceThreshold || 0.000016667; - - var metaLoaded = false; - this.video = document.createElement('video'); - - this.video.addEventListener('loadedmetadata', this.metaLoaded.bind(this), false); - - this.video.loop = true; - this.video.src = this.url; - this.video.crossOrigin = 'Anonymous'; - this.video.setAttribute('crossorigin', 'Anonymous'); - - // define custom shaders - this.vertex_shader = [ - 'uniform sampler2D map;', - '', - 'uniform float width;', - 'uniform float height;', - 'uniform float nearClipping, farClipping;', - '', - 'uniform float pointSize;', - 'uniform float zOffset;', - '', - 'uniform float focallength;', - '', - 'varying vec2 vUvP;', - 'varying vec2 colorP;', - '', - 'varying float depthVariance;', - 'varying float maskVal;', - '', - 'float sampleDepth(vec2 pos)', - ' {', - ' float depth;', - ' ', - ' vec2 vUv = vec2( pos.x / (width*2.0), pos.y / (height*2.0)+0.5 );', - ' vec2 vUv2 = vec2( pos.x / (width*2.0)+0.5, pos.y / (height*2.0)+0.5 );', - ' ', - ' vec4 depthColor = texture2D( map, vUv );', - ' ', - ' depth = ( depthColor.r + depthColor.g + depthColor.b ) / 3.0 ;', - ' ', - ' if (depth>0.99)', - ' {', - ' vec4 depthColor2 = texture2D( map, vUv2 );', - ' float depth2 = ( depthColor2.r + depthColor2.g + depthColor2.b ) / 3.0 ;', - ' depth = 0.99+depth2;', - ' }', - ' ', - ' return depth;', - ' }', - '', - 'float median(float a, float b, float c)', - ' {', - ' float r=a;', - ' ', - ' if ( (a0.5) || (vUvP.y<0.5) || (vUvP.y>0.0))', - ' {', - ' vec2 smp = decodeDepth(vec2(position.x, position.y));', - ' float depth = smp.x;', - ' depthVariance = smp.y;', - ' ', - ' float z = -depth;', - ' ', - ' pos = vec4(', - ' ( position.x / width - 0.5 ) * z * (1000.0/focallength) * -1.0,', - ' ( position.y / height - 0.5 ) * z * (1000.0/focallength),', - ' (- z + zOffset / 1000.0) * 2.0,', - ' 1.0);', - ' ', - ' vec2 maskP = vec2( position.x / (width*2.0), position.y / (height*2.0) );', - ' vec4 maskColor = texture2D( map, maskP );', - ' maskVal = ( maskColor.r + maskColor.g + maskColor.b ) / 3.0 ;', - ' }', - ' ', - ' gl_PointSize = pointSize;', - ' gl_Position = projectionMatrix * modelViewMatrix * pos;', - ' ', - '}' - ].join('\n'); - - this.fragment_shader = [ - 'uniform sampler2D map;', - 'uniform float varianceThreshold;', - 'uniform float whiteness;', - '', - 'varying vec2 vUvP;', - 'varying vec2 colorP;', - '', - 'varying float depthVariance;', - 'varying float maskVal;', - '', - '', - 'void main() {', - ' ', - ' vec4 color;', - ' ', - ' if ( (depthVariance>varianceThreshold) || (maskVal>0.5) ||(vUvP.x<0.0)|| (vUvP.x>0.5) || (vUvP.y<0.5) || (vUvP.y>1.0))', - ' { ', - ' discard;', - ' }', - ' else ', - ' {', - ' color = texture2D( map, colorP );', - ' ', - ' float fader = whiteness /100.0;', - ' ', - ' color.r = color.r * (1.0-fader)+ fader;', - ' ', - ' color.g = color.g * (1.0-fader)+ fader;', - ' ', - ' color.b = color.b * (1.0-fader)+ fader;', - ' ', - ' color.a = 1.0;//smoothstep( 20000.0, -20000.0, gl_FragCoord.z / gl_FragCoord.w );', - ' }', - ' ', - ' gl_FragColor = vec4( color.r, color.g, color.b, color.a );', - ' ', - '}' - ].join('\n'); -}; -ROS3D.DepthCloud.prototype.__proto__ = THREE.Object3D.prototype; - -/** - * Callback called when video metadata is ready - */ -ROS3D.DepthCloud.prototype.metaLoaded = function() { - this.metaLoaded = true; - this.initStreamer(); -}; - -/** - * Callback called when video metadata is ready - */ -ROS3D.DepthCloud.prototype.initStreamer = function() { - - if (this.metaLoaded) { - this.texture = new THREE.Texture(this.video); - this.geometry = new THREE.Geometry(); - - for (var i = 0, l = this.width * this.height; i < l; i++) { - - var vertex = new THREE.Vector3(); - vertex.x = (i % this.width); - vertex.y = Math.floor(i / this.width); - - this.geometry.vertices.push(vertex); - } - - this.material = new THREE.ShaderMaterial({ - uniforms : { - 'map' : { - type : 't', - value : this.texture - }, - 'width' : { - type : 'f', - value : this.width - }, - 'height' : { - type : 'f', - value : this.height - }, - 'focallength' : { - type : 'f', - value : this.f - }, - 'pointSize' : { - type : 'f', - value : this.pointSize - }, - 'zOffset' : { - type : 'f', - value : 0 - }, - 'whiteness' : { - type : 'f', - value : this.whiteness - }, - 'varianceThreshold' : { - type : 'f', - value : this.varianceThreshold - } - }, - vertexShader : this.vertex_shader, - fragmentShader : this.fragment_shader - }); + } ); - this.mesh = new THREE.ParticleSystem(this.geometry, this.material); - this.mesh.position.x = 0; - this.mesh.position.y = 0; - this.add(this.mesh); +} - var that = this; +if ( Object.assign === undefined ) { - setInterval(function() { - if (that.video.readyState === that.video.HAVE_ENOUGH_DATA) { - that.texture.needsUpdate = true; - } - }, 1000 / 30); - } -}; + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign -/** - * Start video playback - */ -ROS3D.DepthCloud.prototype.startStream = function() { - this.video.play(); -}; + ( function () { -/** - * Stop video playback - */ -ROS3D.DepthCloud.prototype.stopStream = function() { - this.video.pause(); -}; + Object.assign = function ( target ) { -/** - * @author David Gossow - dgossow@willowgarage.com - */ + if ( target === undefined || target === null ) { -/** - * The main interactive marker object. - * - * @constructor - * @param options - object with following keys: - * - * * handle - the ROS3D.InteractiveMarkerHandle for this marker - * * camera - the main camera associated with the viewer for this marker - * * path (optional) - the base path to any meshes that will be loaded - * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER - * ROS3D.COLLADA_LOADER_2) -- defaults to ROS3D.COLLADA_LOADER_2 - */ -ROS3D.InteractiveMarker = function(options) { - THREE.Object3D.call(this); - THREE.EventDispatcher.call(this); - - var that = this; - options = options || {}; - var handle = options.handle; - this.name = handle.name; - var camera = options.camera; - var path = options.path || '/'; - var loader = options.loader || ROS3D.COLLADA_LOADER_2; - this.dragging = false; - - // set the initial pose - this.onServerSetPose({ - pose : handle.pose - }); - - // information on where the drag started - this.dragStart = { - position : new THREE.Vector3(), - orientation : new THREE.Quaternion(), - positionWorld : new THREE.Vector3(), - orientationWorld : new THREE.Quaternion(), - event3d : {} - }; - - // add each control message - handle.controls.forEach(function(controlMessage) { - that.add(new ROS3D.InteractiveMarkerControl({ - parent : that, - handle : handle, - message : controlMessage, - camera : camera, - path : path, - loader : loader - })); - }); + throw new TypeError( 'Cannot convert undefined or null to object' ); - // check for any menus - if (handle.menuEntries.length > 0) { - this.menu = new ROS3D.InteractiveMarkerMenu({ - menuEntries : handle.menuEntries, - menuFontSize : handle.menuFontSize - }); + } - // forward menu select events - this.menu.addEventListener('menu-select', function(event) { - that.dispatchEvent(event); - }); - } -}; -ROS3D.InteractiveMarker.prototype.__proto__ = THREE.Object3D.prototype; + var output = Object( target ); -/** - * Show the interactive marker menu associated with this marker. - * - * @param control - the control to use - * @param event - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.showMenu = function(control, event) { - if (this.menu) { - this.menu.show(control, event); - } -}; + for ( var index = 1; index < arguments.length; index ++ ) { -/** - * Move the axis based on the given event information. - * - * @param control - the control to use - * @param origAxis - the origin of the axis - * @param event3d - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.moveAxis = function(control, origAxis, event3d) { - if (this.dragging) { - var currentControlOri = control.currentControlOri; - var axis = origAxis.clone().applyQuaternion(currentControlOri); - // get move axis in world coords - var originWorld = this.dragStart.event3d.intersection.point; - var axisWorld = axis.clone().applyQuaternion(this.dragStart.orientationWorld.clone()); + var source = arguments[ index ]; - var axisRay = new THREE.Ray(originWorld, axisWorld); + if ( source !== undefined && source !== null ) { - // find closest point to mouse on axis - var t = ROS3D.closestAxisPoint(axisRay, event3d.camera, event3d.mousePos); + for ( var nextKey in source ) { - // offset from drag start position - var p = new THREE.Vector3(); - p.addVectors(this.dragStart.position, axis.clone().applyQuaternion(this.dragStart.orientation) - .multiplyScalar(t)); - this.setPosition(control, p); + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { - event3d.stopPropagation(); - } -}; + output[ nextKey ] = source[ nextKey ]; -/** - * Move with respect to the plane based on the contorl and event. - * - * @param control - the control to use - * @param origNormal - the normal of the origin - * @param event3d - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.movePlane = function(control, origNormal, event3d) { - if (this.dragging) { - var currentControlOri = control.currentControlOri; - var normal = origNormal.clone().applyQuaternion(currentControlOri); - // get plane params in world coords - var originWorld = this.dragStart.event3d.intersection.point; - var normalWorld = normal.clone().applyQuaternion(this.dragStart.orientationWorld); + } - // intersect mouse ray with plane - var intersection = ROS3D.intersectPlane(event3d.mouseRay, originWorld, normalWorld); + } - // offset from drag start position - var p = new THREE.Vector3(); - p.subVectors(intersection, originWorld); - p.add(this.dragStart.positionWorld); - this.setPosition(control, p); - event3d.stopPropagation(); - } -}; + } + + } + + return output; + + }; + + } )(); + +} /** - * Rotate based on the control and event given. - * - * @param control - the control to use - * @param origOrientation - the orientation of the origin - * @param event3d - the event that caused this + * https://github.com/mrdoob/eventdispatcher.js/ */ -ROS3D.InteractiveMarker.prototype.rotateAxis = function(control, origOrientation, event3d) { - if (this.dragging) { - control.updateMatrixWorld(); - var currentControlOri = control.currentControlOri; - var orientation = currentControlOri.clone().multiply(origOrientation.clone()); +function EventDispatcher() {} - var normal = (new THREE.Vector3(1, 0, 0)).applyQuaternion(orientation); +Object.assign( EventDispatcher.prototype, { - // get plane params in world coords - var originWorld = this.dragStart.event3d.intersection.point; - var normalWorld = normal.applyQuaternion(this.dragStart.orientationWorld); + addEventListener: function ( type, listener ) { - // intersect mouse ray with plane - var intersection = ROS3D.intersectPlane(event3d.mouseRay, originWorld, normalWorld); + if ( this._listeners === undefined ) this._listeners = {}; - // offset local origin to lie on intersection plane - var normalRay = new THREE.Ray(this.dragStart.positionWorld, normalWorld); - var rotOrigin = ROS3D.intersectPlane(normalRay, originWorld, normalWorld); + var listeners = this._listeners; - // rotates from world to plane coords - var orientationWorld = this.dragStart.orientationWorld.clone().multiply(orientation); - var orientationWorldInv = orientationWorld.clone().inverse(); + if ( listeners[ type ] === undefined ) { - // rotate original and current intersection into local coords - intersection.sub(rotOrigin); - intersection.applyQuaternion(orientationWorldInv); + listeners[ type ] = []; - var origIntersection = this.dragStart.event3d.intersection.point.clone(); - origIntersection.sub(rotOrigin); - origIntersection.applyQuaternion(orientationWorldInv); + } - // compute relative 2d angle - var a1 = Math.atan2(intersection.y, intersection.z); - var a2 = Math.atan2(origIntersection.y, origIntersection.z); - var a = a2 - a1; + if ( listeners[ type ].indexOf( listener ) === - 1 ) { - var rot = new THREE.Quaternion(); - rot.setFromAxisAngle(normal, a); + listeners[ type ].push( listener ); - // rotate - this.setOrientation(control, rot.multiply(this.dragStart.orientationWorld)); + } - // offset from drag start position - event3d.stopPropagation(); - } -}; + }, -/** - * Dispatch the given event type. - * - * @param type - the type of event - * @param control - the control to use - */ -ROS3D.InteractiveMarker.prototype.feedbackEvent = function(type, control) { - this.dispatchEvent({ - type : type, - position : this.position.clone(), - orientation : this.quaternion.clone(), - controlName : control.name - }); -}; + hasEventListener: function ( type, listener ) { -/** - * Start a drag action. - * - * @param control - the control to use - * @param event3d - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.startDrag = function(control, event3d) { - if (event3d.domEvent.button === 0) { - event3d.stopPropagation(); - this.dragging = true; - this.updateMatrixWorld(true); - var scale = new THREE.Vector3(); - this.matrixWorld - .decompose(this.dragStart.positionWorld, this.dragStart.orientationWorld, scale); - this.dragStart.position = this.position.clone(); - this.dragStart.orientation = this.quaternion.clone(); - this.dragStart.event3d = event3d; - - this.feedbackEvent('user-mousedown', control); - } -}; + if ( this._listeners === undefined ) return false; -/** - * Stop a drag action. - * - * @param control - the control to use - * @param event3d - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.stopDrag = function(control, event3d) { - if (event3d.domEvent.button === 0) { - event3d.stopPropagation(); - this.dragging = false; - this.dragStart.event3d = {}; - this.onServerSetPose(this.bufferedPoseEvent); - this.bufferedPoseEvent = undefined; + var listeners = this._listeners; - this.feedbackEvent('user-mouseup', control); - } -}; + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; -/** - * Handle a button click. - * - * @param control - the control to use - * @param event3d - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.buttonClick = function(control, event3d) { - event3d.stopPropagation(); - this.feedbackEvent('user-button-click', control); -}; + }, -/** - * Handle a user pose change for the position. - * - * @param control - the control to use - * @param event3d - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.setPosition = function(control, position) { - this.position = position; - this.feedbackEvent('user-pose-change', control); -}; + removeEventListener: function ( type, listener ) { -/** - * Handle a user pose change for the orientation. - * - * @param control - the control to use - * @param event3d - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.setOrientation = function(control, orientation) { - orientation.normalize(); - this.quaternion = orientation; - this.feedbackEvent('user-pose-change', control); -}; + if ( this._listeners === undefined ) return; -/** - * Update the marker based when the pose is set from the server. - * - * @param event - the event that caused this - */ -ROS3D.InteractiveMarker.prototype.onServerSetPose = function(event) { - if (event !== undefined) { - // don't update while dragging - if (this.dragging) { - this.bufferedPoseEvent = event; - } else { - var pose = event.pose; + var listeners = this._listeners; + var listenerArray = listeners[ type ]; - this.position.x = pose.position.x; - this.position.y = pose.position.y; - this.position.z = pose.position.z; + if ( listenerArray !== undefined ) { - this.quaternion = new THREE.Quaternion(pose.orientation.x, pose.orientation.y, - pose.orientation.z, pose.orientation.w); + var index = listenerArray.indexOf( listener ); - this.updateMatrixWorld(true); - } - } -}; + if ( index !== - 1 ) { -/** - * Free memory of elements in this marker. - */ -ROS3D.InteractiveMarker.prototype.dispose = function() { - var that = this; - this.children.forEach(function(intMarkerControl) { - intMarkerControl.children.forEach(function(marker) { - marker.dispose(); - intMarkerControl.remove(marker); - }); - that.remove(intMarkerControl); - }); -}; + listenerArray.splice( index, 1 ); -THREE.EventDispatcher.prototype.apply( ROS3D.InteractiveMarker.prototype ); + } -/** - * @author David Gossow - dgossow@willowgarage.com - */ + } -/** - * A client for an interactive marker topic. - * - * @constructor - * @param options - object with following keys: - * - * * ros - a handle to the ROS connection - * * tfClient - a handle to the TF client - * * topic (optional) - the topic to subscribe to, like '/basic_controls' - * * path (optional) - the base path to any meshes that will be loaded - * * camera - the main camera associated with the viewer for this marker client - * * rootObject (optional) - the root THREE 3D object to render to - * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER - * ROS3D.COLLADA_LOADER_2) -- defaults to ROS3D.COLLADA_LOADER_2 - * * menuFontSize (optional) - the menu font size - */ -ROS3D.InteractiveMarkerClient = function(options) { - var that = this; - options = options || {}; - this.ros = options.ros; - this.tfClient = options.tfClient; - this.topic = options.topic; - this.path = options.path || '/'; - this.camera = options.camera; - this.rootObject = options.rootObject || new THREE.Object3D(); - this.loader = options.loader || ROS3D.COLLADA_LOADER_2; - this.menuFontSize = options.menuFontSize || '0.8em'; - - this.interactiveMarkers = {}; - this.updateTopic = null; - this.feedbackTopic = null; - - // check for an initial topic - if (this.topic) { - this.subscribe(this.topic); - } -}; + }, -/** - * Subscribe to the given interactive marker topic. This will unsubscribe from any current topics. - * - * @param topic - the topic to subscribe to, like '/basic_controls' - */ -ROS3D.InteractiveMarkerClient.prototype.subscribe = function(topic) { - // unsubscribe to the other topics - this.unsubscribe(); + dispatchEvent: function ( event ) { - this.updateTopic = new ROSLIB.Topic({ - ros : this.ros, - name : topic + '/tunneled/update', - messageType : 'visualization_msgs/InteractiveMarkerUpdate', - compression : 'png' - }); - this.updateTopic.subscribe(this.processUpdate.bind(this)); + if ( this._listeners === undefined ) return; - this.feedbackTopic = new ROSLIB.Topic({ - ros : this.ros, - name : topic + '/feedback', - messageType : 'visualization_msgs/InteractiveMarkerFeedback', - compression : 'png' - }); - this.feedbackTopic.advertise(); + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; - this.initService = new ROSLIB.Service({ - ros : this.ros, - name : topic + '/tunneled/get_init', - serviceType : 'demo_interactive_markers/GetInit' - }); - var request = new ROSLIB.ServiceRequest({}); - this.initService.callService(request, this.processInit.bind(this)); -}; + if ( listenerArray !== undefined ) { + + event.target = this; + + var array = listenerArray.slice( 0 ); + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + +} ); + +var REVISION = '89'; +var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; +var CullFaceNone = 0; +var CullFaceBack = 1; +var CullFaceFront = 2; +var CullFaceFrontBack = 3; +var FrontFaceDirectionCW = 0; +var FrontFaceDirectionCCW = 1; +var BasicShadowMap = 0; +var PCFShadowMap = 1; +var PCFSoftShadowMap = 2; +var FrontSide = 0; +var BackSide = 1; +var DoubleSide = 2; +var FlatShading = 1; +var SmoothShading = 2; +var NoColors = 0; +var FaceColors = 1; +var VertexColors = 2; +var NoBlending = 0; +var NormalBlending = 1; +var AdditiveBlending = 2; +var SubtractiveBlending = 3; +var MultiplyBlending = 4; +var CustomBlending = 5; +var AddEquation = 100; +var SubtractEquation = 101; +var ReverseSubtractEquation = 102; +var MinEquation = 103; +var MaxEquation = 104; +var ZeroFactor = 200; +var OneFactor = 201; +var SrcColorFactor = 202; +var OneMinusSrcColorFactor = 203; +var SrcAlphaFactor = 204; +var OneMinusSrcAlphaFactor = 205; +var DstAlphaFactor = 206; +var OneMinusDstAlphaFactor = 207; +var DstColorFactor = 208; +var OneMinusDstColorFactor = 209; +var SrcAlphaSaturateFactor = 210; +var NeverDepth = 0; +var AlwaysDepth = 1; +var LessDepth = 2; +var LessEqualDepth = 3; +var EqualDepth = 4; +var GreaterEqualDepth = 5; +var GreaterDepth = 6; +var NotEqualDepth = 7; +var MultiplyOperation = 0; +var MixOperation = 1; +var AddOperation = 2; +var NoToneMapping = 0; +var LinearToneMapping = 1; +var ReinhardToneMapping = 2; +var Uncharted2ToneMapping = 3; +var CineonToneMapping = 4; +var UVMapping = 300; +var CubeReflectionMapping = 301; +var CubeRefractionMapping = 302; +var EquirectangularReflectionMapping = 303; +var EquirectangularRefractionMapping = 304; +var SphericalReflectionMapping = 305; +var CubeUVReflectionMapping = 306; +var CubeUVRefractionMapping = 307; +var RepeatWrapping = 1000; +var ClampToEdgeWrapping = 1001; +var MirroredRepeatWrapping = 1002; +var NearestFilter = 1003; +var NearestMipMapNearestFilter = 1004; +var NearestMipMapLinearFilter = 1005; +var LinearFilter = 1006; +var LinearMipMapNearestFilter = 1007; +var LinearMipMapLinearFilter = 1008; +var UnsignedByteType = 1009; +var ByteType = 1010; +var ShortType = 1011; +var UnsignedShortType = 1012; +var IntType = 1013; +var UnsignedIntType = 1014; +var FloatType = 1015; +var HalfFloatType = 1016; +var UnsignedShort4444Type = 1017; +var UnsignedShort5551Type = 1018; +var UnsignedShort565Type = 1019; +var UnsignedInt248Type = 1020; +var AlphaFormat = 1021; +var RGBFormat = 1022; +var RGBAFormat = 1023; +var LuminanceFormat = 1024; +var LuminanceAlphaFormat = 1025; +var RGBEFormat = RGBAFormat; +var DepthFormat = 1026; +var DepthStencilFormat = 1027; +var RGB_S3TC_DXT1_Format = 2001; +var RGBA_S3TC_DXT1_Format = 2002; +var RGBA_S3TC_DXT3_Format = 2003; +var RGBA_S3TC_DXT5_Format = 2004; +var RGB_PVRTC_4BPPV1_Format = 2100; +var RGB_PVRTC_2BPPV1_Format = 2101; +var RGBA_PVRTC_4BPPV1_Format = 2102; +var RGBA_PVRTC_2BPPV1_Format = 2103; +var RGB_ETC1_Format = 2151; +var LoopOnce = 2200; +var LoopRepeat = 2201; +var LoopPingPong = 2202; +var InterpolateDiscrete = 2300; +var InterpolateLinear = 2301; +var InterpolateSmooth = 2302; +var ZeroCurvatureEnding = 2400; +var ZeroSlopeEnding = 2401; +var WrapAroundEnding = 2402; +var TrianglesDrawMode = 0; +var TriangleStripDrawMode = 1; +var TriangleFanDrawMode = 2; +var LinearEncoding = 3000; +var sRGBEncoding = 3001; +var GammaEncoding = 3007; +var RGBEEncoding = 3002; +var LogLuvEncoding = 3003; +var RGBM7Encoding = 3004; +var RGBM16Encoding = 3005; +var RGBDEncoding = 3006; +var BasicDepthPacking = 3200; +var RGBADepthPacking = 3201; /** - * Unsubscribe from the current interactive marker topic. + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ */ -ROS3D.InteractiveMarkerClient.prototype.unsubscribe = function() { - if (this.updateTopic) { - this.updateTopic.unsubscribe(); - } - if (this.feedbackTopic) { - this.feedbackTopic.unadvertise(); - } - // erase all markers - for (var intMarkerName in this.interactiveMarkers) { - this.eraseIntMarker(intMarkerName); - } - this.interactiveMarkers = {}; -}; -/** - * Process the given interactive marker initialization message. - * - * @param initMessage - the interactive marker initialization message to process - */ -ROS3D.InteractiveMarkerClient.prototype.processInit = function(initMessage) { - var message = initMessage.msg; +var _Math = { - // erase any old markers - message.erases = []; - for (var intMarkerName in this.interactiveMarkers) { - message.erases.push(intMarkerName); - } - message.poses = []; + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, - // treat it as an update - this.processUpdate(message); -}; + generateUUID: ( function () { -/** - * Process the given interactive marker update message. - * - * @param initMessage - the interactive marker update message to process - */ -ROS3D.InteractiveMarkerClient.prototype.processUpdate = function(message) { - var that = this; + // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - // erase any markers - message.erases.forEach(function(name) { - that.eraseIntMarker(name); - }); + var lut = []; - // updates marker poses - message.poses.forEach(function(poseMessage) { - var marker = that.interactiveMarkers[poseMessage.name]; - if (marker) { - marker.setPoseFromServer(poseMessage.pose); - } - }); + for ( var i = 0; i < 256; i ++ ) { - // add new markers - message.markers.forEach(function(msg) { - // get rid of anything with the same name - var oldhandle = that.interactiveMarkers[msg.name]; - if (oldhandle) { - that.eraseIntMarker(oldhandle.name); - } + lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ).toUpperCase(); - // create the handle - var handle = new ROS3D.InteractiveMarkerHandle({ - message : msg, - feedbackTopic : that.feedbackTopic, - tfClient : that.tfClient, - menuFontSize : that.menuFontSize - }); - that.interactiveMarkers[msg.name] = handle; - - // create the actual marker - var intMarker = new ROS3D.InteractiveMarker({ - handle : handle, - camera : that.camera, - path : that.path, - loader : that.loader - }); - // add it to the scene - intMarker.name = msg.name; - that.rootObject.add(intMarker); - - // listen for any pose updates from the server - handle.on('pose', function(pose) { - intMarker.onServerSetPose({ - pose : pose - }); - }); + } - intMarker.addEventListener('user-pose-change', handle.setPoseFromClient.bind(handle)); - intMarker.addEventListener('user-mousedown', handle.onMouseDown.bind(handle)); - intMarker.addEventListener('user-mouseup', handle.onMouseUp.bind(handle)); - intMarker.addEventListener('user-button-click', handle.onButtonClick.bind(handle)); - intMarker.addEventListener('menu-select', handle.onMenuSelect.bind(handle)); + return function () { - // now list for any TF changes - handle.subscribeTf(); - }); -}; + var d0 = Math.random() * 0xffffffff | 0; + var d1 = Math.random() * 0xffffffff | 0; + var d2 = Math.random() * 0xffffffff | 0; + var d3 = Math.random() * 0xffffffff | 0; + return 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 ]; -/** - * Erase the interactive marker with the given name. - * - * @param intMarkerName - the interactive marker name to delete - */ -ROS3D.InteractiveMarkerClient.prototype.eraseIntMarker = function(intMarkerName) { - if (this.interactiveMarkers[intMarkerName]) { - // remove the object - var targetIntMarker = this.rootObject.getObjectByName(intMarkerName); - this.rootObject.remove(targetIntMarker); - delete this.interactiveMarkers[intMarkerName]; - targetIntMarker.dispose(); - } -}; + }; -/** - * @author David Gossow - dgossow@willowgarage.com - */ + } )(), -/** - * The main marker control object for an interactive marker. - * - * @constructor - * @param options - object with following keys: - * - * * parent - the parent of this control - * * message - the interactive marker control message - * * camera - the main camera associated with the viewer for this marker client - * * path (optional) - the base path to any meshes that will be loaded - * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER - * ROS3D.COLLADA_LOADER_2) -- defaults to ROS3D.COLLADA_LOADER_2 - */ -ROS3D.InteractiveMarkerControl = function(options) { - var that = this; - THREE.Object3D.call(this); - - options = options || {}; - this.parent = options.parent; - var handle = options.handle; - var message = options.message; - this.name = message.name; - this.camera = options.camera; - this.path = options.path || '/'; - this.loader = options.loader || ROS3D.COLLADA_LOADER_2; - this.dragging = false; - this.startMousePos = new THREE.Vector2(); - - // orientation for the control - var controlOri = new THREE.Quaternion(message.orientation.x, message.orientation.y, - message.orientation.z, message.orientation.w); - controlOri.normalize(); - - // transform x axis into local frame - var controlAxis = new THREE.Vector3(1, 0, 0); - controlAxis.applyQuaternion(controlOri); - - this.currentControlOri = new THREE.Quaternion(); - - // determine mouse interaction - switch (message.interaction_mode) { - case ROS3D.INTERACTIVE_MARKER_MOVE_AXIS: - this.addEventListener('mousemove', this.parent.moveAxis.bind(this.parent, this, controlAxis)); - this.addEventListener('touchmove', this.parent.moveAxis.bind(this.parent, this, controlAxis)); - break; - case ROS3D.INTERACTIVE_MARKER_ROTATE_AXIS: - this - .addEventListener('mousemove', this.parent.rotateAxis.bind(this.parent, this, controlOri)); - break; - case ROS3D.INTERACTIVE_MARKER_MOVE_PLANE: - this - .addEventListener('mousemove', this.parent.movePlane.bind(this.parent, this, controlAxis)); - break; - case ROS3D.INTERACTIVE_MARKER_BUTTON: - this.addEventListener('click', this.parent.buttonClick.bind(this.parent, this)); - break; - default: - break; - } + clamp: function ( value, min, max ) { - /** - * Install default listeners for highlighting / dragging. - * - * @param event - the event to stop - */ - function stopPropagation(event) { - event.stopPropagation(); - } + return Math.max( min, Math.min( max, value ) ); - // check the mode - if (message.interaction_mode !== ROS3D.INTERACTIVE_MARKER_NONE) { - this.addEventListener('mousedown', this.parent.startDrag.bind(this.parent, this)); - this.addEventListener('mouseup', this.parent.stopDrag.bind(this.parent, this)); - this.addEventListener('contextmenu', this.parent.showMenu.bind(this.parent, this)); - this.addEventListener('mouseup', function(event3d) { - if (that.startMousePos.distanceToSquared(event3d.mousePos) === 0) { - event3d.type = 'contextmenu'; - that.dispatchEvent(event3d); - } - }); - this.addEventListener('mouseover', stopPropagation); - this.addEventListener('mouseout', stopPropagation); - this.addEventListener('click', stopPropagation); - this.addEventListener('mousedown', function(event3d) { - that.startMousePos = event3d.mousePos; - }); + }, - // touch support - this.addEventListener('touchstart', function(event3d) { - if (event3d.domEvent.touches.length === 1) { - event3d.type = 'mousedown'; - event3d.domEvent.button = 0; - that.dispatchEvent(event3d); - } - }); - this.addEventListener('touchmove', function(event3d) { - if (event3d.domEvent.touches.length === 1) { - event3d.type = 'mousemove'; - event3d.domEvent.button = 0; - that.dispatchEvent(event3d); - } - }); - this.addEventListener('touchend', function(event3d) { - if (event3d.domEvent.touches.length === 0) { - event3d.domEvent.button = 0; - event3d.type = 'mouseup'; - that.dispatchEvent(event3d); - event3d.type = 'click'; - that.dispatchEvent(event3d); - } - }); - } + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation - // rotation behavior - var rotInv = new THREE.Quaternion(); - var posInv = this.parent.position.clone().multiplyScalar(-1); - switch (message.orientation_mode) { - case ROS3D.INTERACTIVE_MARKER_INHERIT: - rotInv = this.parent.quaternion.clone().inverse(); - this.updateMatrixWorld = function(force) { - ROS3D.InteractiveMarkerControl.prototype.updateMatrixWorld.call(that, force); - that.currentControlOri.copy(that.quaternion); - that.currentControlOri.normalize(); - }; - break; - case ROS3D.INTERACTIVE_MARKER_FIXED: - this.updateMatrixWorld = function(force) { - that.quaternion = that.parent.quaternion.clone().inverse(); - that.updateMatrix(); - that.matrixWorldNeedsUpdate = true; - ROS3D.InteractiveMarkerControl.prototype.updateMatrixWorld.call(that, force); - that.currentControlOri.copy(that.quaternion); - }; - break; - case ROS3D.INTERACTIVE_MARKER_VIEW_FACING: - var independentMarkerOrientation = message.independent_marker_orientation; - this.updateMatrixWorld = function(force) { - that.camera.updateMatrixWorld(); - var cameraRot = new THREE.Matrix4().extractRotation(that.camera.matrixWorld); + euclideanModulo: function ( n, m ) { - var ros2Gl = new THREE.Matrix4(); - var r90 = Math.PI * 0.5; - var rv = new THREE.Euler(-r90, 0, r90); - ros2Gl.makeRotationFromEuler(rv); + return ( ( n % m ) + m ) % m; - var worldToLocal = new THREE.Matrix4(); - worldToLocal.getInverse(that.parent.matrixWorld); + }, - cameraRot.multiplyMatrices(cameraRot, ros2Gl); - cameraRot.multiplyMatrices(worldToLocal, cameraRot); + // Linear mapping from range to range - that.currentControlOri.setFromRotationMatrix(cameraRot); + mapLinear: function ( x, a1, a2, b1, b2 ) { - // check the orientation - if (!independentMarkerOrientation) { - that.quaternion.copy(that.currentControlOri); - that.updateMatrix(); - that.matrixWorldNeedsUpdate = true; - } - ROS3D.InteractiveMarkerControl.prototype.updateMatrixWorld.call(that, force); - }; - break; - default: - console.error('Unkown orientation mode: ' + message.orientation_mode); - break; - } + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); - // temporary TFClient to get transformations from InteractiveMarker - // frame to potential child Marker frames - var localTfClient = new ROSLIB.TFClient({ - ros : handle.tfClient.ros, - fixedFrame : handle.message.header.frame_id, - }); - - // create visuals (markers) - message.markers.forEach(function(markerMsg) { - var addMarker = function(transformMsg) { - var markerHelper = new ROS3D.Marker({ - message : markerMsg, - path : that.path, - loader : that.loader - }); - - // if transformMsg isn't null, this was called by TFClient - if (transformMsg !== null) { - // get the current pose as a ROSLIB.Pose... - var newPose = new ROSLIB.Pose({ - position : markerHelper.position, - orientation : markerHelper.quaternion - }); - // so we can apply the transform provided by the TFClient - newPose.applyTransform(new ROSLIB.Transform(transformMsg)); - markerHelper.setPose(newPose); + }, - markerHelper.updateMatrixWorld(); - // we only need to set the pose once - at least, this is what RViz seems to be doing, might change in the future - localTfClient.unsubscribe(markerMsg.header.frame_id); - } + // https://en.wikipedia.org/wiki/Linear_interpolation - // add the marker - that.add(markerHelper); - }; - - // If the marker lives in a separate TF Frame, ask the *local* TFClient - // for the transformation from the InteractiveMarker frame to the - // sub-Marker frame - if (markerMsg.header.frame_id !== '') { - localTfClient.subscribe(markerMsg.header.frame_id, addMarker); - } - // If not, just add the marker without changing its pose - else { - addMarker(null); - } - }); -}; -ROS3D.InteractiveMarkerControl.prototype.__proto__ = THREE.Object3D.prototype; + lerp: function ( x, y, t ) { -/** - * @author David Gossow - dgossow@willowgarage.com - */ + return ( 1 - t ) * x + t * y; -/** - * Handle with signals for a single interactive marker. - * - * Emits the following events: - * - * * 'pose' - emitted when a new pose comes from the server - * - * @constructor - * @param options - object with following keys: - * - * * message - the interactive marker message - * * feedbackTopic - the ROSLIB.Topic associated with the feedback - * * tfClient - a handle to the TF client to use - * * menuFontSize (optional) - the menu font size - */ -ROS3D.InteractiveMarkerHandle = function(options) { - options = options || {}; - this.message = options.message; - this.feedbackTopic = options.feedbackTopic; - this.tfClient = options.tfClient; - this.menuFontSize = options.menuFontSize || '0.8em'; - this.name = this.message.name; - this.header = this.message.header; - this.controls = this.message.controls; - this.menuEntries = this.message.menu_entries; - this.dragging = false; - this.timeoutHandle = null; - this.tfTransform = new ROSLIB.Transform(); - this.pose = new ROSLIB.Pose(); + }, - // start by setting the pose - this.setPoseFromServer(this.message.pose); -}; -ROS3D.InteractiveMarkerHandle.prototype.__proto__ = EventEmitter2.prototype; + // http://en.wikipedia.org/wiki/Smoothstep -/** - * Subscribe to the TF associated with this interactive marker. - */ -ROS3D.InteractiveMarkerHandle.prototype.subscribeTf = function() { - // subscribe to tf updates if frame-fixed - if (this.message.header.stamp.secs === 0.0 && this.message.header.stamp.nsecs === 0.0) { - this.tfClient.subscribe(this.message.header.frame_id, this.tfUpdate.bind(this)); - } -}; + smoothstep: function ( x, min, max ) { -/** - * Emit the new pose that has come from the server. - */ -ROS3D.InteractiveMarkerHandle.prototype.emitServerPoseUpdate = function() { - var poseTransformed = new ROSLIB.Pose(this.pose); - poseTransformed.applyTransform(this.tfTransform); - this.emit('pose', poseTransformed); -}; + if ( x <= min ) return 0; + if ( x >= max ) return 1; -/** - * Update the pose based on the pose given by the server. - * - * @param poseMsg - the pose given by the server - */ -ROS3D.InteractiveMarkerHandle.prototype.setPoseFromServer = function(poseMsg) { - this.pose = new ROSLIB.Pose(poseMsg); - this.emitServerPoseUpdate(); -}; + x = ( x - min ) / ( max - min ); -/** - * Update the pose based on the TF given by the server. - * - * @param transformMsg - the TF given by the server - */ -ROS3D.InteractiveMarkerHandle.prototype.tfUpdate = function(transformMsg) { - this.tfTransform = new ROSLIB.Transform(transformMsg); - this.emitServerPoseUpdate(); -}; + return x * x * ( 3 - 2 * x ); -/** - * Set the pose from the client based on the given event. - * - * @param event - the event to base the change off of - */ -ROS3D.InteractiveMarkerHandle.prototype.setPoseFromClient = function(event) { - // apply the transform - this.pose = new ROSLIB.Pose(event); - var inv = this.tfTransform.clone(); - inv.rotation.invert(); - inv.translation.multiplyQuaternion(inv.rotation); - inv.translation.x *= -1; - inv.translation.y *= -1; - inv.translation.z *= -1; - this.pose.applyTransform(inv); + }, - // send feedback to the server - this.sendFeedback(ROS3D.INTERACTIVE_MARKER_POSE_UPDATE, undefined, 0, event.controlName); + smootherstep: function ( x, min, max ) { - // keep sending pose feedback until the mouse goes up - if (this.dragging) { - if (this.timeoutHandle) { - clearTimeout(this.timeoutHandle); - } - this.timeoutHandle = setTimeout(this.setPoseFromClient.bind(this, event), 250); - } -}; + if ( x <= min ) return 0; + if ( x >= max ) return 1; -/** - * Send the button click feedback to the server. - * - * @param event - the event associated with the button click - */ -ROS3D.InteractiveMarkerHandle.prototype.onButtonClick = function(event) { - this.sendFeedback(ROS3D.INTERACTIVE_MARKER_BUTTON_CLICK, event.clickPosition, 0, - event.controlName); -}; + x = ( x - min ) / ( max - min ); -/** - * Send the mousedown feedback to the server. - * - * @param event - the event associated with the mousedown - */ -ROS3D.InteractiveMarkerHandle.prototype.onMouseDown = function(event) { - this.sendFeedback(ROS3D.INTERACTIVE_MARKER_MOUSE_DOWN, event.clickPosition, 0, event.controlName); - this.dragging = true; -}; + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); -/** - * Send the mouseup feedback to the server. - * - * @param event - the event associated with the mouseup - */ -ROS3D.InteractiveMarkerHandle.prototype.onMouseUp = function(event) { - this.sendFeedback(ROS3D.INTERACTIVE_MARKER_MOUSE_UP, event.clickPosition, 0, event.controlName); - this.dragging = false; - if (this.timeoutHandle) { - clearTimeout(this.timeoutHandle); - } -}; + }, -/** - * Send the menu select feedback to the server. - * - * @param event - the event associated with the menu select - */ -ROS3D.InteractiveMarkerHandle.prototype.onMenuSelect = function(event) { - this.sendFeedback(ROS3D.INTERACTIVE_MARKER_MENU_SELECT, undefined, event.id, event.controlName); -}; + // Random integer from interval -/** - * Send feedback to the interactive marker server. - * - * @param eventType - the type of event that happened - * @param clickPosition (optional) - the position in ROS space the click happened - * @param menuEntryID (optional) - the menu entry ID that is associated - * @param controlName - the name of the control - */ -ROS3D.InteractiveMarkerHandle.prototype.sendFeedback = function(eventType, clickPosition, - menuEntryID, controlName) { + randInt: function ( low, high ) { - // check for the click position - var mousePointValid = clickPosition !== undefined; - clickPosition = clickPosition || { - x : 0, - y : 0, - z : 0 - }; + return low + Math.floor( Math.random() * ( high - low + 1 ) ); - var feedback = { - header : this.header, - client_id : this.clientID, - marker_name : this.name, - control_name : controlName, - event_type : eventType, - pose : this.pose, - mouse_point : clickPosition, - mouse_point_valid : mousePointValid, - menu_entry_id : menuEntryID - }; - this.feedbackTopic.publish(feedback); -}; + }, -/** - * @author David Gossow - dgossow@willowgarage.com - */ + // Random float from interval -/** - * A menu for an interactive marker. This will be overlayed on the canvas. - * - * @constructor - * @param options - object with following keys: - * - * * menuEntries - the menu entries to add - * * className (optional) - a custom CSS class for the menu div - * * entryClassName (optional) - a custom CSS class for the menu entry - * * overlayClassName (optional) - a custom CSS class for the menu overlay - * * menuFontSize (optional) - the menu font size - */ -ROS3D.InteractiveMarkerMenu = function(options) { - var that = this; - options = options || {}; - var menuEntries = options.menuEntries; - var className = options.className || 'default-interactive-marker-menu'; - var entryClassName = options.entryClassName || 'default-interactive-marker-menu-entry'; - var overlayClassName = options.overlayClassName || 'default-interactive-marker-overlay'; - var menuFontSize = options.menuFontSize || '0.8em'; - - // holds the menu tree - var allMenus = []; - allMenus[0] = { - children : [] - }; - - THREE.EventDispatcher.call(this); - - // create the CSS for this marker if it has not been created - if (document.getElementById('default-interactive-marker-menu-css') === null) { - var style = document.createElement('style'); - style.id = 'default-interactive-marker-menu-css'; - style.type = 'text/css'; - style.innerHTML = '.default-interactive-marker-menu {' + 'background-color: #444444;' - + 'border: 1px solid #888888;' + 'border: 1px solid #888888;' + 'padding: 0px 0px 0px 0px;' - + 'color: #FFFFFF;' + 'font-family: sans-serif;' + 'font-size: ' + menuFontSize +';' + 'z-index: 1002;' - + '}' + '.default-interactive-marker-menu ul {' + 'padding: 0px 0px 5px 0px;' - + 'margin: 0px;' + 'list-style-type: none;' + '}' - + '.default-interactive-marker-menu ul li div {' + '-webkit-touch-callout: none;' - + '-webkit-user-select: none;' + '-khtml-user-select: none;' + '-moz-user-select: none;' - + '-ms-user-select: none;' + 'user-select: none;' + 'cursor: default;' - + 'padding: 3px 10px 3px 10px;' + '}' + '.default-interactive-marker-menu-entry:hover {' - + ' background-color: #666666;' + ' cursor: pointer;' + '}' - + '.default-interactive-marker-menu ul ul {' + ' font-style: italic;' - + ' padding-left: 10px;' + '}' + '.default-interactive-marker-overlay {' - + ' position: absolute;' + ' top: 0%;' + ' left: 0%;' + ' width: 100%;' - + ' height: 100%;' + ' background-color: black;' + ' z-index: 1001;' - + ' -moz-opacity: 0.0;' + ' opacity: .0;' + ' filter: alpha(opacity = 0);' + '}'; - document.getElementsByTagName('head')[0].appendChild(style); - } + randFloat: function ( low, high ) { - // place the menu in a div - this.menuDomElem = document.createElement('div'); - this.menuDomElem.style.position = 'absolute'; - this.menuDomElem.className = className; - this.menuDomElem.addEventListener('contextmenu', function(event) { - event.preventDefault(); - }); - - // create the overlay DOM - this.overlayDomElem = document.createElement('div'); - this.overlayDomElem.className = overlayClassName; - - this.hideListener = this.hide.bind(this); - this.overlayDomElem.addEventListener('contextmenu', this.hideListener); - this.overlayDomElem.addEventListener('click', this.hideListener); - this.overlayDomElem.addEventListener('touchstart', this.hideListener); - - // parse all entries and link children to parents - var i, entry, id; - for ( i = 0; i < menuEntries.length; i++) { - entry = menuEntries[i]; - id = entry.id; - allMenus[id] = { - title : entry.title, - id : id, - children : [] - }; - } - for ( i = 0; i < menuEntries.length; i++) { - entry = menuEntries[i]; - id = entry.id; - var menu = allMenus[id]; - var parent = allMenus[entry.parent_id]; - parent.children.push(menu); - } + return low + Math.random() * ( high - low ); - function emitMenuSelect(menuEntry, domEvent) { - this.dispatchEvent({ - type : 'menu-select', - domEvent : domEvent, - id : menuEntry.id, - controlName : this.controlName - }); - this.hide(domEvent); - } + }, - /** - * Create the HTML UL element for the menu and link it to the parent. - * - * @param parentDomElem - the parent DOM element - * @param parentMenu - the parent menu - */ - function makeUl(parentDomElem, parentMenu) { + // Random float from <-range/2, range/2> interval - var ulElem = document.createElement('ul'); - parentDomElem.appendChild(ulElem); + randFloatSpread: function ( range ) { - var children = parentMenu.children; + return range * ( 0.5 - Math.random() ); - for ( var i = 0; i < children.length; i++) { - var liElem = document.createElement('li'); - var divElem = document.createElement('div'); - divElem.appendChild(document.createTextNode(children[i].title)); - ulElem.appendChild(liElem); - liElem.appendChild(divElem); + }, - if (children[i].children.length > 0) { - makeUl(liElem, children[i]); - divElem.addEventListener('click', that.hide.bind(that)); - divElem.addEventListener('touchstart', that.hide.bind(that)); - } else { - divElem.addEventListener('click', emitMenuSelect.bind(that, children[i])); - divElem.addEventListener('touchstart', emitMenuSelect.bind(that, children[i])); - divElem.className = 'default-interactive-marker-menu-entry'; - } - } + degToRad: function ( degrees ) { - } + return degrees * _Math.DEG2RAD; - // construct DOM element - makeUl(this.menuDomElem, allMenus[0]); -}; + }, -/** - * Shoe the menu DOM element. - * - * @param control - the control for the menu - * @param event - the event that caused this - */ -ROS3D.InteractiveMarkerMenu.prototype.show = function(control, event) { - if (event && event.preventDefault) { - event.preventDefault(); - } + radToDeg: function ( radians ) { - this.controlName = control.name; + return radians * _Math.RAD2DEG; - // position it on the click - if (event.domEvent.changedTouches !== undefined) { - // touch click - this.menuDomElem.style.left = event.domEvent.changedTouches[0].pageX + 'px'; - this.menuDomElem.style.top = event.domEvent.changedTouches[0].pageY + 'px'; - } else { - // mouse click - this.menuDomElem.style.left = event.domEvent.clientX + 'px'; - this.menuDomElem.style.top = event.domEvent.clientY + 'px'; - } - document.body.appendChild(this.overlayDomElem); - document.body.appendChild(this.menuDomElem); -}; + }, -/** - * Hide the menu DOM element. - * - * @param event (optional) - the event that caused this - */ -ROS3D.InteractiveMarkerMenu.prototype.hide = function(event) { - if (event && event.preventDefault) { - event.preventDefault(); - } + isPowerOfTwo: function ( value ) { - document.body.removeChild(this.overlayDomElem); - document.body.removeChild(this.menuDomElem); -}; + return ( value & ( value - 1 ) ) === 0 && value !== 0; -THREE.EventDispatcher.prototype.apply( ROS3D.InteractiveMarkerMenu.prototype ); + }, -/** - * @author Russell Toris - rctoris@wpi.edu - */ + ceilPowerOfTwo: function ( value ) { -/** - * An OccupancyGrid can convert a ROS occupancy grid message into a THREE object. - * - * @constructor - * @param options - object with following keys: - * - * * message - the occupancy grid message - */ -ROS3D.OccupancyGrid = function(options) { - options = options || {}; - var message = options.message; - - // create the geometry - var width = message.info.width; - var height = message.info.height; - var geom = new THREE.PlaneGeometry(width, height); - - // internal drawing canvas - var canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - var context = canvas.getContext('2d'); - // create the color material - var imageData = context.createImageData(width, height); - for ( var row = 0; row < height; row++) { - for ( var col = 0; col < width; col++) { - // determine the index into the map data - var mapI = col + ((height - row - 1) * width); - // determine the value - var data = message.data[mapI]; - var val; - if (data === 100) { - val = 0; - } else if (data === 0) { - val = 255; - } else { - val = 127; - } + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); - // determine the index into the image data array - var i = (col + (row * width)) * 4; - // r - imageData.data[i] = val; - // g - imageData.data[++i] = val; - // b - imageData.data[++i] = val; - // a - imageData.data[++i] = 255; - } - } - context.putImageData(imageData, 0, 0); + }, + + floorPowerOfTwo: function ( value ) { - var texture = new THREE.Texture(canvas); - texture.needsUpdate = true; - var material = new THREE.MeshBasicMaterial({ - map : texture - }); - material.side = THREE.DoubleSide; + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + + } - // create the mesh - THREE.Mesh.call(this, geom, material); - // move the map so the corner is at 0, 0 - this.position.x = (width * message.info.resolution) / 2; - this.position.y = (height * message.info.resolution) / 2; - this.scale.x = message.info.resolution; - this.scale.y = message.info.resolution; }; -ROS3D.OccupancyGrid.prototype.__proto__ = THREE.Mesh.prototype; /** - * @author Russell Toris - rctoris@wpi.edu + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog */ -/** - * An occupancy grid client that listens to a given map topic. - * - * Emits the following events: - * - * * 'change' - there was an update or change in the marker - * - * @constructor - * @param options - object with following keys: - * - * * ros - the ROSLIB.Ros connection handle - * * topic (optional) - the map topic to listen to - * * continuous (optional) - if the map should be continuously loaded (e.g., for SLAM) - * * tfClient (optional) - the TF client handle to use for a scene node - * * rootObject (optional) - the root object to add this marker to - */ -ROS3D.OccupancyGridClient = function(options) { - var that = this; - options = options || {}; - var ros = options.ros; - var topic = options.topic || '/map'; - this.continuous = options.continuous; - this.tfClient = options.tfClient; - this.rootObject = options.rootObject || new THREE.Object3D(); +function Vector2( x, y ) { - // current grid that is displayed - this.currentGrid = null; + this.x = x || 0; + this.y = y || 0; - // subscribe to the topic - var rosTopic = new ROSLIB.Topic({ - ros : ros, - name : topic, - messageType : 'nav_msgs/OccupancyGrid', - compression : 'png' - }); - rosTopic.subscribe(function(message) { - // check for an old map - if (that.currentGrid) { - that.rootObject.remove(that.currentGrid); - } +} - var newGrid = new ROS3D.OccupancyGrid({ - message : message - }); +Object.defineProperties( Vector2.prototype, { - // check if we care about the scene - if (that.tfClient) { - that.currentGrid = new ROS3D.SceneNode({ - frameID : message.header.frame_id, - tfClient : that.tfClient, - object : newGrid, - pose : message.info.origin - }); - } else { - that.currentGrid = newGrid; - } + "width": { - that.rootObject.add(that.currentGrid); + get: function () { - that.emit('change'); + return this.x; - // check if we should unsubscribe - if (!that.continuous) { - rosTopic.unsubscribe(); - } - }); -}; -ROS3D.OccupancyGridClient.prototype.__proto__ = EventEmitter2.prototype; + }, -/** - * @author David Gossow - dgossow@willowgarage.com - * @author Russell Toris - rctoris@wpi.edu - */ + set: function ( value ) { -/** - * A Marker can convert a ROS marker message into a THREE object. - * - * @constructor - * @param options - object with following keys: - * - * * path - the base path or URL for any mesh files that will be loaded for this marker - * * message - the marker message - * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER - * ROS3D.COLLADA_LOADER_2) -- defaults to ROS3D.COLLADA_LOADER_2 - */ -ROS3D.Marker = function(options) { - options = options || {}; - var path = options.path || '/'; - var message = options.message; - var loader = options.loader || ROS3D.COLLADA_LOADER_2; + this.x = value; - // check for a trailing '/' - if (path.substr(path.length - 1) !== '/') { - path += '/'; - } + } - THREE.Object3D.call(this); - - if(message.scale) { - this.msgScale = [message.scale.x, message.scale.y, message.scale.z]; - } - else { - this.msgScale = [1,1,1]; - } - this.msgColor = message.color; - this.msgMesh = undefined; - - // set the pose and get the color - this.setPose(message.pose); - var colorMaterial = ROS3D.makeColorMaterial(this.msgColor.r, - this.msgColor.g, this.msgColor.b, this.msgColor.a); - - // create the object based on the type - switch (message.type) { - case ROS3D.MARKER_ARROW: - // get the sizes for the arrow - var len = message.scale.x; - var headLength = len * 0.23; - var headDiameter = message.scale.y; - var shaftDiameter = headDiameter * 0.5; - - // determine the points - var direction, p1 = null; - if (message.points.length === 2) { - p1 = new THREE.Vector3(message.points[0].x, message.points[0].y, message.points[0].z); - var p2 = new THREE.Vector3(message.points[1].x, message.points[1].y, message.points[1].z); - direction = p1.clone().negate().add(p2); - // direction = p2 - p1; - len = direction.length(); - headDiameter = message.scale.y; - shaftDiameter = message.scale.x; - - if (message.scale.z !== 0.0) { - headLength = message.scale.z; - } - } - - // add the marker - this.add(new ROS3D.Arrow({ - direction : direction, - origin : p1, - length : len, - headLength : headLength, - shaftDiameter : shaftDiameter, - headDiameter : headDiameter, - material : colorMaterial - })); - break; - case ROS3D.MARKER_CUBE: - // set the cube dimensions - var cubeGeom = new THREE.CubeGeometry(message.scale.x, message.scale.y, message.scale.z); - this.add(new THREE.Mesh(cubeGeom, colorMaterial)); - break; - case ROS3D.MARKER_SPHERE: - // set the sphere dimensions - var sphereGeom = new THREE.SphereGeometry(0.5); - var sphereMesh = new THREE.Mesh(sphereGeom, colorMaterial); - sphereMesh.scale.x = message.scale.x; - sphereMesh.scale.y = message.scale.y; - sphereMesh.scale.z = message.scale.z; - this.add(sphereMesh); - break; - case ROS3D.MARKER_CYLINDER: - // set the cylinder dimensions - var cylinderGeom = new THREE.CylinderGeometry(0.5, 0.5, 1, 16, 1, false); - var cylinderMesh = new THREE.Mesh(cylinderGeom, colorMaterial); - cylinderMesh.quaternion.setFromAxisAngle(new THREE.Vector3(1, 0, 0), Math.PI * 0.5); - cylinderMesh.scale = new THREE.Vector3(message.scale.x, message.scale.z, message.scale.y); - this.add(cylinderMesh); - break; - case ROS3D.MARKER_LINE_STRIP: - var lineStripGeom = new THREE.Geometry(); - var lineStripMaterial = new THREE.LineBasicMaterial({ - size : message.scale.x - }); + }, - // add the points - var j; - for ( j = 0; j < message.points.length; j++) { - var pt = new THREE.Vector3(); - pt.x = message.points[j].x; - pt.y = message.points[j].y; - pt.z = message.points[j].z; - lineStripGeom.vertices.push(pt); - } + "height": { - // determine the colors for each - if (message.colors.length === message.points.length) { - lineStripMaterial.vertexColors = true; - for ( j = 0; j < message.points.length; j++) { - var clr = new THREE.Color(); - clr.setRGB(message.colors[j].r, message.colors[j].g, message.colors[j].b); - lineStripGeom.colors.push(clr); - } - } else { - lineStripMaterial.color.setRGB(message.color.r, message.color.g, message.color.b); - } + get: function () { - // add the line - this.add(new THREE.Line(lineStripGeom, lineStripMaterial)); - break; - case ROS3D.MARKER_LINE_LIST: - var lineListGeom = new THREE.Geometry(); - var lineListMaterial = new THREE.LineBasicMaterial({ - size : message.scale.x - }); + return this.y; - // add the points - var k; - for ( k = 0; k < message.points.length; k++) { - var v = new THREE.Vector3(); - v.x = message.points[k].x; - v.y = message.points[k].y; - v.z = message.points[k].z; - lineListGeom.vertices.push(v); - } + }, - // determine the colors for each - if (message.colors.length === message.points.length) { - lineListMaterial.vertexColors = true; - for ( k = 0; k < message.points.length; k++) { - var c = new THREE.Color(); - c.setRGB(message.colors[k].r, message.colors[k].g, message.colors[k].b); - lineListGeom.colors.push(c); - } - } else { - lineListMaterial.color.setRGB(message.color.r, message.color.g, message.color.b); - } - - // add the line - this.add(new THREE.Line(lineListGeom, lineListMaterial,THREE.LinePieces)); - break; - case ROS3D.MARKER_CUBE_LIST: - // holds the main object - var object = new THREE.Object3D(); - - // check if custom colors should be used - var numPoints = message.points.length; - var createColors = (numPoints === message.colors.length); - // do not render giant lists - var stepSize = Math.ceil(numPoints / 1250); - - // add the points - var p, cube, curColor, newMesh; - for (p = 0; p < numPoints; p+=stepSize) { - cube = new THREE.CubeGeometry(message.scale.x, message.scale.y, message.scale.z); - - // check the color - if(createColors) { - curColor = ROS3D.makeColorMaterial(message.colors[p].r, message.colors[p].g, message.colors[p].b, message.colors[p].a); - } else { - curColor = colorMaterial; - } + set: function ( value ) { - newMesh = new THREE.Mesh(cube, curColor); - newMesh.position.x = message.points[p].x; - newMesh.position.y = message.points[p].y; - newMesh.position.z = message.points[p].z; - object.add(newMesh); - } + this.y = value; - this.add(object); - break; - case ROS3D.MARKER_SPHERE_LIST: - case ROS3D.MARKER_POINTS: - // for now, use a particle system for the lists - var geometry = new THREE.Geometry(); - var material = new THREE.ParticleBasicMaterial({ - size : message.scale.x - }); + } - // add the points - var i; - for ( i = 0; i < message.points.length; i++) { - var vertex = new THREE.Vector3(); - vertex.x = message.points[i].x; - vertex.y = message.points[i].y; - vertex.z = message.points[i].z; - geometry.vertices.push(vertex); - } + } - // determine the colors for each - if (message.colors.length === message.points.length) { - material.vertexColors = true; - for ( i = 0; i < message.points.length; i++) { - var color = new THREE.Color(); - color.setRGB(message.colors[i].r, message.colors[i].g, message.colors[i].b); - geometry.colors.push(color); - } - } else { - material.color.setRGB(message.color.r, message.color.g, message.color.b); - } - - // add the particle system - this.add(new THREE.ParticleSystem(geometry, material)); - break; - case ROS3D.MARKER_TEXT_VIEW_FACING: - // only work on non-empty text - if (message.text.length > 0) { - // Use a THREE.Sprite to always be view-facing - // ( code from http://stackoverflow.com/a/27348780 ) - var textColor = this.msgColor; - - var canvas = document.createElement('canvas'); - var context = canvas.getContext('2d'); - var textHeight = 100; - var fontString = 'normal ' + textHeight + 'px sans-serif'; - context.font = fontString; - var metrics = context.measureText( message.text ); - var textWidth = metrics.width; - - canvas.width = textWidth; - // To account for overhang (like the letter 'g'), make the canvas bigger - // The non-text portion is transparent anyway - canvas.height = 1.5 * textHeight; - - // this does need to be set again - context.font = fontString; - context.fillStyle = 'rgba(' - + textColor.r + ', ' - + textColor.g + ', ' - + textColor.b + ', ' - + textColor.a + ')'; - context.textAlign = 'left'; - context.textBaseline = 'middle'; - context.fillText( message.text, 0, canvas.height/2); - - var texture = new THREE.Texture(canvas); - texture.needsUpdate = true; - - var spriteMaterial = new THREE.SpriteMaterial({ - map: texture, - // NOTE: This is needed for THREE.js r61, unused in r70 - useScreenCoordinates: false }); - var sprite = new THREE.Sprite( spriteMaterial ); - var textSize = message.scale.x; - sprite.scale.set(textWidth / canvas.height * textSize, textSize, 1); - - this.add(sprite); } - break; - case ROS3D.MARKER_MESH_RESOURCE: - // load and add the mesh - var meshColorMaterial = null; - if(message.color.r !== 0 || message.color.g !== 0 || - message.color.b !== 0 || message.color.a !== 0) { - meshColorMaterial = colorMaterial; - } - this.msgMesh = message.mesh_resource.substr(10); - var meshResource = new ROS3D.MeshResource({ - path : path, - resource : this.msgMesh, - material : meshColorMaterial, - loader : loader - }); - this.add(meshResource); - break; - case ROS3D.MARKER_TRIANGLE_LIST: - // create the list of triangles - var tri = new ROS3D.TriangleList({ - material : colorMaterial, - vertices : message.points, - colors : message.colors - }); - tri.scale = new THREE.Vector3(message.scale.x, message.scale.y, message.scale.z); - this.add(tri); - break; - default: - console.error('Currently unsupported marker type: ' + message.type); - break; - } -}; -ROS3D.Marker.prototype.__proto__ = THREE.Object3D.prototype; +} ); -/** - * Set the pose of this marker to the given values. - * - * @param pose - the pose to set for this marker - */ -ROS3D.Marker.prototype.setPose = function(pose) { - // set position information - this.position.x = pose.position.x; - this.position.y = pose.position.y; - this.position.z = pose.position.z; +Object.assign( Vector2.prototype, { - // set the rotation - this.quaternion = new THREE.Quaternion(pose.orientation.x, pose.orientation.y, - pose.orientation.z, pose.orientation.w); - this.quaternion.normalize(); + isVector2: true, - // update the world - this.updateMatrixWorld(); -}; + set: function ( x, y ) { -/** - * Update this marker. - * - * @param message - the marker message - * @return true on success otherwhise false is returned - */ -ROS3D.Marker.prototype.update = function(message) { - // set the pose and get the color - this.setPose(message.pose); - - // Update color - if(message.color.r !== this.msgColor.r || - message.color.g !== this.msgColor.g || - message.color.b !== this.msgColor.b || - message.color.a !== this.msgColor.a) - { - var colorMaterial = ROS3D.makeColorMaterial( - message.color.r, message.color.g, - message.color.b, message.color.a); - - switch (message.type) { - case ROS3D.MARKER_LINE_STRIP: - case ROS3D.MARKER_LINE_LIST: - case ROS3D.MARKER_POINTS: - break; - case ROS3D.MARKER_ARROW: - case ROS3D.MARKER_CUBE: - case ROS3D.MARKER_SPHERE: - case ROS3D.MARKER_CYLINDER: - case ROS3D.MARKER_TRIANGLE_LIST: - case ROS3D.MARKER_TEXT_VIEW_FACING: - this.traverse (function (child){ - if (child instanceof THREE.Mesh) { - child.material = colorMaterial; - } - }); - break; - case ROS3D.MARKER_MESH_RESOURCE: - var meshColorMaterial = null; - if(message.color.r !== 0 || message.color.g !== 0 || - message.color.b !== 0 || message.color.a !== 0) { - meshColorMaterial = this.colorMaterial; - } - this.traverse (function (child){ - if (child instanceof THREE.Mesh) { - child.material = meshColorMaterial; - } - }); - break; - case ROS3D.MARKER_CUBE_LIST: - case ROS3D.MARKER_SPHERE_LIST: - // TODO Support to update color for MARKER_CUBE_LIST & MARKER_SPHERE_LIST - return false; - default: - return false; - } - - this.msgColor = message.color; - } - - // Update geometry - var scaleChanged = - Math.abs(this.msgScale[0] - message.scale.x) > 1.0e-6 || - Math.abs(this.msgScale[1] - message.scale.y) > 1.0e-6 || - Math.abs(this.msgScale[2] - message.scale.z) > 1.0e-6; - this.msgScale = [message.scale.x, message.scale.y, message.scale.z]; - - switch (message.type) { - case ROS3D.MARKER_CUBE: - case ROS3D.MARKER_SPHERE: - case ROS3D.MARKER_CYLINDER: - if(scaleChanged) { - return false; - } - break; - case ROS3D.MARKER_TEXT_VIEW_FACING: - if(scaleChanged || this.text !== message.text) { - return false; - } - break; - case ROS3D.MARKER_MESH_RESOURCE: - var meshResource = message.mesh_resource.substr(10); - if(meshResource !== this.msgMesh) { - return false; - } - if(scaleChanged) { - return false; - } - break; - case ROS3D.MARKER_ARROW: - case ROS3D.MARKER_LINE_STRIP: - case ROS3D.MARKER_LINE_LIST: - case ROS3D.MARKER_CUBE_LIST: - case ROS3D.MARKER_SPHERE_LIST: - case ROS3D.MARKER_POINTS: - case ROS3D.MARKER_TRIANGLE_LIST: - // TODO: Check if geometry changed - return false; - default: - break; - } - - return true; -}; + this.x = x; + this.y = y; -/* - * Free memory of elements in this marker. - */ -ROS3D.Marker.prototype.dispose = function() { - this.children.forEach(function(element) { - if (element instanceof ROS3D.MeshResource) { - element.children.forEach(function(scene) { - if (scene.material !== undefined) { - scene.material.dispose(); - } - scene.children.forEach(function(mesh) { - if (mesh.geometry !== undefined) { - mesh.geometry.dispose(); - } - if (mesh.material !== undefined) { - mesh.material.dispose(); - } - scene.remove(mesh); - }); - element.remove(scene); - }); - } else { - if (element.geometry !== undefined) { - element.geometry.dispose(); - } - if (element.material !== undefined) { - element.material.dispose(); - } - } - element.parent.remove(element); - }); -}; + return this; -/** - * @author Russell Toris - rctoris@wpi.edu - * @author Nils Berg - berg.nils@gmail.com - */ + }, -/** - * A MarkerArray client that listens to a given topic. - * - * Emits the following events: - * - * * 'change' - there was an update or change in the MarkerArray - * - * @constructor - * @param options - object with following keys: - * - * * ros - the ROSLIB.Ros connection handle - * * topic - the marker topic to listen to - * * tfClient - the TF client handle to use - * * rootObject (optional) - the root object to add the markers to - * * path (optional) - the base path to any meshes that will be loaded - * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER - * ROS3D.COLLADA_LOADER_2) -- defaults to ROS3D.COLLADA_LOADER_2 - */ -ROS3D.MarkerArrayClient = function(options) { - var that = this; - options = options || {}; - var ros = options.ros; - var topic = options.topic; - this.tfClient = options.tfClient; - this.rootObject = options.rootObject || new THREE.Object3D(); - this.path = options.path || '/'; - this.loader = options.loader || ROS3D.COLLADA_LOADER_2; + setScalar: function ( scalar ) { - // Markers that are displayed (Map ns+id--Marker) - this.markers = {}; + this.x = scalar; + this.y = scalar; - // subscribe to MarkerArray topic - var arrayTopic = new ROSLIB.Topic({ - ros : ros, - name : topic, - messageType : 'visualization_msgs/MarkerArray', - compression : 'png' - }); - - arrayTopic.subscribe(function(arrayMessage) { + return this; - arrayMessage.markers.forEach(function(message) { - if(message.action === 0) { - var updated = false; - if(message.ns + message.id in that.markers) { // "MODIFY" - updated = that.markers[message.ns + message.id].children[0].update(message); - if(!updated) { // "REMOVE" - that.rootObject.remove(that.markers[message.ns + message.id]); - } - } - if(!updated) { // "ADD" - var newMarker = new ROS3D.Marker({ - message : message, - path : that.path, - loader : that.loader - }); - that.markers[message.ns + message.id] = new ROS3D.SceneNode({ - frameID : message.header.frame_id, - tfClient : that.tfClient, - object : newMarker - }); - that.rootObject.add(that.markers[message.ns + message.id]); - } - } - else if(message.action === 1) { // "DEPRECATED" - console.warn('Received marker message with deprecated action identifier "1"'); - } - else if(message.action === 2) { // "DELETE" - that.rootObject.remove(that.markers[message.ns + message.id]); - delete that.markers[message.ns + message.id]; + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setComponent: function ( 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: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( 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: function ( s ) { + + this.x += s; + this.y += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + }, + + sub: function ( 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: function ( s ) { + + this.x -= s; + this.y -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + multiply: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y; + var 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: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + }, + + clamp: function ( 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: function () { + + var min = new Vector2(); + var max = new Vector2(); + + return function clampScalar( minVal, maxVal ) { + + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( 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: function () { + + this.x = - this.x; + this.y = - this.y; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + angle: function () { + + // computes the angle in radians with respect to the positive x-axis + + var angle = Math.atan2( this.y, this.x ); + + if ( angle < 0 ) angle += 2 * Math.PI; + + return angle; + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + }, + + manhattanDistanceTo: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + }, + + fromBufferAttribute: function ( 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: function ( center, angle ) { + + var c = Math.cos( angle ), s = Math.sin( angle ); + + var x = this.x - center.x; + var y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +function Matrix4() { + + 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.' ); + + } + +} + +Object.assign( Matrix4.prototype, { + + isMatrix4: true, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new Matrix4().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + var te = this.elements; + var 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: function ( m ) { + + var te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + }, + + extractBasis: function ( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + }, + + makeBasis: function ( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + }, + + extractRotation: function () { + + var v1 = new Vector3(); + + return function extractRotation( m ) { + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + + return this; + + }; + + }(), + + makeRotationFromEuler: function ( euler ) { + + if ( ! ( euler && euler.isEuler ) ) { + + console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + var te = this.elements; + + var x = euler.x, y = euler.y, z = euler.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 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' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 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' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 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' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 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' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 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' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 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; + + } + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + makeRotationFromQuaternion: function ( q ) { + + var te = this.elements; + + var x = q._x, y = q._y, z = q._z, w = q._w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[ 0 ] = 1 - ( yy + zz ); + te[ 4 ] = xy - wz; + te[ 8 ] = xz + wy; + + te[ 1 ] = xy + wz; + te[ 5 ] = 1 - ( xx + zz ); + te[ 9 ] = yz - wx; + + te[ 2 ] = xz - wy; + te[ 6 ] = yz + wx; + te[ 10 ] = 1 - ( xx + yy ); + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + lookAt: function () { + + var x = new Vector3(); + var y = new Vector3(); + var z = new Vector3(); + + return function lookAt( eye, target, up ) { + + var 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: function ( 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: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 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: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + }, + + applyToBufferAttribute: function () { + + var v1 = new Vector3(); + + return function applyToBufferAttribute( attribute ) { + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); + + v1.applyMatrix4( this ); + + attribute.setXYZ( i, v1.x, v1.y, v1.z ); + + } + + return attribute; + + }; + + }(), + + determinant: function () { + + var te = this.elements; + + var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //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: function () { + + var te = this.elements; + var tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 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: function ( v ) { + + var te = this.elements; + + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; + + return this; + + }, + + getInverse: function ( m, throwOnDegenerate ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) { + + var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 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: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + }, + + makeTranslation: function ( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationX: function ( theta ) { + + var 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: function ( theta ) { + + var 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: function ( theta ) { + + var 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: function ( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; + + 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: function ( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeShear: function ( x, y, z ) { + + this.set( + + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + compose: function ( position, quaternion, scale ) { + + this.makeRotationFromQuaternion( quaternion ); + this.scale( scale ); + this.setPosition( position ); + + return this; + + }, + + decompose: function () { + + var vector = new Vector3(); + var matrix = new Matrix4(); + + return function decompose( position, quaternion, scale ) { + + var te = this.elements; + + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + matrix.copy( this ); + + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; + + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; + + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; + + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( matrix ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + }; + + }(), + + makePerspective: function ( 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.' ); + + } + + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); + + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); + + 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: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( far - near ); + + var x = ( right + left ) * w; + var y = ( top + bottom ) * h; + var z = ( far + near ) * p; + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + }, + + equals: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + for ( var i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 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; + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +function Quaternion( x, y, z, w ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; + +} + +Object.assign( Quaternion, { + + slerp: function ( qa, qb, qm, t ) { + + return qm.copy( qa ).slerp( qb, t ); + + }, + + slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + var x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ], + + x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + var s = 1 - t, + + 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 ) { + + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + var 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 ) { + + var 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; + + } + +} ); + +Object.defineProperties( Quaternion.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this.onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this.onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); + + } + + }, + + w: { + + get: function () { + + return this._w; + + }, + + set: function ( value ) { + + this._w = value; + this.onChangeCallback(); + + } + + } + +} ); + +Object.assign( Quaternion.prototype, { + + set: function ( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + }, + + copy: function ( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this.onChangeCallback(); + + return this; + + }, + + setFromEuler: function ( euler, update ) { + + if ( ! ( euler && euler.isEuler ) ) { + + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + var 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 + + var cos = Math.cos; + var sin = Math.sin; + + var c1 = cos( x / 2 ); + var c2 = cos( y / 2 ); + var c3 = cos( z / 2 ); + + var s1 = sin( x / 2 ); + var s2 = sin( y / 2 ); + var s3 = sin( z / 2 ); + + if ( order === 'XYZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'YXZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'ZXY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'ZYX' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'YZX' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'XZY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + var halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( 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) + + var te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33, + s; + + if ( trace > 0 ) { + + s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + 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: function () { + + // assumes direction vectors vFrom and vTo are normalized + + var v1 = new Vector3(); + var r; + + var EPS = 0.000001; + + return function setFromUnitVectors( vFrom, vTo ) { + + if ( v1 === undefined ) v1 = new Vector3(); + + r = vFrom.dot( vTo ) + 1; + + if ( r < EPS ) { + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + v1.set( - vFrom.y, vFrom.x, 0 ); + + } else { + + v1.set( 0, - vFrom.z, vFrom.y ); + + } + + } else { + + v1.crossVectors( vFrom, vTo ); + + } + + this._x = v1.x; + this._y = v1.y; + this._z = v1.z; + this._w = r; + + return this.normalize(); + + }; + + }(), + + inverse: function () { + + return this.conjugate().normalize(); + + }, + + conjugate: function () { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this.onChangeCallback(); + + return this; + + }, + + dot: function ( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + }, + + lengthSq: function () { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + }, + + length: function () { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + }, + + normalize: function () { + + var 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: function ( 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: function ( q ) { + + return this.multiplyQuaternions( q, this ); + + }, + + multiplyQuaternions: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + 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: function ( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + var x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var 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; + + } + + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + this._w = 0.5 * ( w + this._w ); + this._x = 0.5 * ( x + this._x ); + this._y = 0.5 * ( y + this._y ); + this._z = 0.5 * ( z + this._z ); + + return this; + + } + + var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this.onChangeCallback(); + + return this; + + }, + + equals: function ( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function Vector3( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + +} + +Object.assign( Vector3.prototype, { + + isVector3: true, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setComponent: function ( 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: function ( 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: function () { + + return new this.constructor( this.x, this.y, this.z ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( 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: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + }, + + sub: function ( 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: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + multiply: function ( 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: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + }, + + multiplyVectors: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + applyEuler: function () { + + var quaternion = new Quaternion(); + + return function 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.setFromEuler( euler ) ); + + }; + + }(), + + applyAxisAngle: function () { + + var quaternion = new Quaternion(); + + return function applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + + }; + + }(), + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + var 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: function ( q ) { + + var x = this.x, y = this.y, z = this.z; + var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; + + // 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: function () { + + var matrix = new Matrix4(); + + return function project( camera ) { + + matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); + return this.applyMatrix4( matrix ); + + }; + + }(), + + unproject: function () { + + var matrix = new Matrix4(); + + return function unproject( camera ) { + + matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); + return this.applyMatrix4( matrix ); + + }; + + }(), + + transformDirection: function ( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + }, + + clamp: function ( 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: function () { + + var min = new Vector3(); + var max = new Vector3(); + + return function clampScalar( minVal, maxVal ) { + + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( 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: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + // TODO lengthSquared? + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + cross: function ( 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: function ( a, b ) { + + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + }, + + projectOnVector: function ( vector ) { + + var scalar = vector.dot( this ) / vector.lengthSq(); + + return this.copy( vector ).multiplyScalar( scalar ); + + }, + + projectOnPlane: function () { + + var v1 = new Vector3(); + + return function projectOnPlane( planeNormal ) { + + v1.copy( this ).projectOnVector( planeNormal ); + + return this.sub( v1 ); + + }; + + }(), + + reflect: function () { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + var v1 = new Vector3(); + + return function reflect( normal ) { + + return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + }; + + }(), + + angleTo: function ( v ) { + + var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + + // clamp, to handle numerical problems + + return Math.acos( _Math.clamp( theta, - 1, 1 ) ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + }, + + manhattanDistanceTo: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + }, + + setFromSpherical: function ( s ) { + + var sinPhiRadius = Math.sin( s.phi ) * s.radius; + + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); + + return this; + + }, + + setFromCylindrical: function ( c ) { + + this.x = c.radius * Math.sin( c.theta ); + this.y = c.y; + this.z = c.radius * Math.cos( c.theta ); + + return this; + + }, + + setFromMatrixPosition: function ( m ) { + + var e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + }, + + setFromMatrixScale: function ( m ) { + + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + }, + + setFromMatrixColumn: function ( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + }, + + fromBufferAttribute: function ( 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; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ + +function Matrix3() { + + 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.' ); + + } + +} + +Object.assign( Matrix3.prototype, { + + isMatrix3: true, + + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new this.constructor().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + var te = this.elements; + var 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; + + }, + + setFromMatrix4: function ( m ) { + + var 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; + + }, + + applyToBufferAttribute: function () { + + var v1 = new Vector3(); + + return function applyToBufferAttribute( attribute ) { + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); + + v1.applyMatrix3( this ); + + attribute.setXYZ( i, v1.x, v1.y, v1.z ); + + } + + return attribute; + + }; + + }(), + + multiply: function ( m ) { + + return this.multiplyMatrices( this, m ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + + var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + var 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: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + }, + + determinant: function () { + + var te = this.elements; + + var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + }, + + getInverse: function ( matrix, throwOnDegenerate ) { + + if ( matrix && matrix.isMatrix4 ) { + + console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); + + } + + var me = matrix.elements, + te = this.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + + 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 ) { + + var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var 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: function () { + + var tmp, m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + }, + + getNormalMatrix: function ( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + + }, + + transposeIntoArray: function ( r ) { + + var m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + }, + + setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { + + var c = Math.cos( rotation ); + var 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 + ); + + }, + + scale: function ( sx, sy ) { + + var te = this.elements; + + te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; + te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; + + return this; + + }, + + rotate: function ( theta ) { + + var c = Math.cos( theta ); + var s = Math.sin( theta ); + + var te = this.elements; + + var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + var 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: function ( tx, ty ) { + + var 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: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 9; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + for ( var i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 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; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +var textureId = 0; + +function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + Object.defineProperty( this, 'id', { value: textureId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; + + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + + this.format = format !== undefined ? format : RGBAFormat; + this.type = type !== undefined ? type : UnsignedByteType; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.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 !== undefined ? encoding : LinearEncoding; + + this.version = 0; + this.onUpdate = null; + +} + +Texture.DEFAULT_IMAGE = undefined; +Texture.DEFAULT_MAPPING = UVMapping; + +Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Texture, + + isTexture: true, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( 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.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: function ( meta ) { + + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + function getDataURL( image ) { + + var canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = image.width; + canvas.height = image.height; + + var context = canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + + var 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 ], + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY + }; + + if ( this.image !== undefined ) { + + // TODO: Move to THREE.Image + + var image = this.image; + + if ( image.uuid === undefined ) { + + image.uuid = _Math.generateUUID(); // UGH + + } + + if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { + + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: getDataURL( image ) + }; + + } + + output.image = image.uuid; + + } + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + }, + + transformUv: function ( uv ) { + + if ( this.mapping !== UVMapping ) return; + + 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; + + } + + } + +} ); + +Object.defineProperty( Texture.prototype, "needsUpdate", { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function Vector4( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +} + +Object.assign( Vector4.prototype, { + + isVector4: true, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setW: function ( w ) { + + this.w = w; + + return this; + + }, + + setComponent: function ( 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: function ( 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: function () { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( 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: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + addScaledVector: function ( 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: function ( 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: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z, w = this.w; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + setAxisAngleFromQuaternion: function ( 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 ); + + var 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: function ( 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) + + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + 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; + + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // 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 + + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // 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: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + }, + + clamp: function ( 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: function () { + + var min, max; + + return function clampScalar( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new Vector4(); + max = new Vector4(); + + } + + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( 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: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + }, + + fromBufferAttribute: function ( 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; + + } + +} ); + +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + * @author Marius Kintel / https://github.com/kintel + */ + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers +*/ +function WebGLRenderTarget( width, height, options ) { + + this.uuid = _Math.generateUUID(); + + this.width = width; + this.height = height; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + options = options || {}; + + if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + + this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + +} + +WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: WebGLRenderTarget, + + isWebGLRenderTarget: true, + + setSize: function ( width, height ) { + + if ( this.width !== width || this.height !== height ) { + + this.width = width; + this.height = height; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.width = source.width; + this.height = source.height; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com + */ + +function WebGLRenderTargetCube( width, height, options ) { + + WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + +} + +WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); +WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + +WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { data: data, width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + +} + +DataTexture.prototype = Object.create( Texture.prototype ); +DataTexture.prototype.constructor = DataTexture; + +DataTexture.prototype.isDataTexture = true; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + + Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + +} + +CubeTexture.prototype = Object.create( Texture.prototype ); +CubeTexture.prototype.constructor = CubeTexture; + +CubeTexture.prototype.isCubeTexture = true; + +Object.defineProperty( CubeTexture.prototype, 'images', { + + get: function () { + + return this.image; + + }, + + set: function ( value ) { + + this.image = value; + + } + +} ); + +/** + * @author tschw + * + * 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, renderer )'. + * + * + * 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, [renderer] ) + * + * uploads a uniform value(s) + * the 'renderer' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (renderer factorizations): + * + * .upload( gl, seq, values, renderer ) + * + * 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 (renderer factorizations): + * + * .setValue( gl, name, value ) + * + * sets uniform with name 'name' to 'value' + * + * .set( gl, obj, prop ) + * + * sets uniform from object and property with same name than uniform + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + +var emptyTexture = new Texture(); +var emptyCubeTexture = new CubeTexture(); + +// --- Base for inner nodes (including the root) --- + +function UniformContainer() { + + this.seq = []; + this.map = {}; + +} + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +var arrayCacheF32 = []; +var arrayCacheI32 = []; + +// Float32Array caches used for uploading Matrix uniforms + +var mat4array = new Float32Array( 16 ); +var mat3array = new Float32Array( 9 ); + +// Flattening for arrays of vectors and matrices + +function flatten( array, nBlocks, blockSize ) { + + var firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + var n = nBlocks * blockSize, + r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + +} + +// Texture unit allocation + +function allocTexUnits( renderer, n ) { + + var r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( var i = 0; i !== n; ++ i ) + r[ i ] = renderer.allocTextureUnit(); + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValue1f( gl, v ) { + + gl.uniform1f( this.addr, v ); + +} + +function setValue1i( gl, v ) { + + gl.uniform1i( this.addr, v ); + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValue2fv( gl, v ) { + + if ( v.x === undefined ) { + + gl.uniform2fv( this.addr, v ); + + } else { + + gl.uniform2f( this.addr, v.x, v.y ); + + } + +} + +function setValue3fv( gl, v ) { + + if ( v.x !== undefined ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + } else if ( v.r !== undefined ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + } else { + + gl.uniform3fv( this.addr, v ); + + } + +} + +function setValue4fv( gl, v ) { + + if ( v.x === undefined ) { + + gl.uniform4fv( this.addr, v ); + + } else { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + } + +} + +// Single matrix (from flat array or MatrixN) + +function setValue2fm( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, v.elements || v ); + +} + +function setValue3fm( gl, v ) { + + if ( v.elements === undefined ) { + + gl.uniformMatrix3fv( this.addr, false, v ); + + } else { + + mat3array.set( v.elements ); + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + } + +} + +function setValue4fm( gl, v ) { + + if ( v.elements === undefined ) { + + gl.uniformMatrix4fv( this.addr, false, v ); + + } else { + + mat4array.set( v.elements ); + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + } + +} + +// Single texture (2D / Cube) + +function setValueT1( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTexture2D( v || emptyTexture, unit ); + +} + +function setValueT6( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTextureCube( v || emptyCubeTexture, unit ); + +} + +// Integer / Boolean vectors or arrays thereof (always flat arrays) + +function setValue2iv( gl, v ) { + + gl.uniform2iv( this.addr, v ); + +} + +function setValue3iv( gl, v ) { + + gl.uniform3iv( this.addr, v ); + +} + +function setValue4iv( gl, v ) { + + gl.uniform4iv( this.addr, v ); + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValue1f; // FLOAT + case 0x8b50: return setValue2fv; // _VEC2 + case 0x8b51: return setValue3fv; // _VEC3 + case 0x8b52: return setValue4fv; // _VEC4 + + case 0x8b5a: return setValue2fm; // _MAT2 + case 0x8b5b: return setValue3fm; // _MAT3 + case 0x8b5c: return setValue4fm; // _MAT4 + + case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES + case 0x8b60: return setValueT6; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + +} + +// Array of scalars + +function setValue1fv( gl, v ) { + + gl.uniform1fv( this.addr, v ); + +} +function setValue1iv( gl, v ) { + + gl.uniform1iv( this.addr, v ); + +} + +// Array of vectors (flat or from THREE classes) + +function setValueV2a( gl, v ) { + + gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); + +} + +function setValueV3a( gl, v ) { + + gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); + +} + +function setValueV4a( gl, v ) { + + gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); + +} + +// Array of matrices (flat or from THREE clases) + +function setValueM2a( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); + +} + +function setValueM3a( gl, v ) { + + gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); + +} + +function setValueM4a( gl, v ) { + + gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); + +} + +// Array of textures (2D / Cube) + +function setValueT1a( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + +} + +function setValueT6a( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTextureCube( 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 setValue1fv; // FLOAT + case 0x8b50: return setValueV2a; // _VEC2 + case 0x8b51: return setValueV3a; // _VEC3 + case 0x8b52: return setValueV4a; // _VEC4 + + case 0x8b5a: return setValueM2a; // _MAT2 + case 0x8b5b: return setValueM3a; // _MAT3 + case 0x8b5c: return setValueM4a; // _MAT4 + + case 0x8b5e: return setValueT1a; // SAMPLER_2D + case 0x8b60: return setValueT6a; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + +} + +// --- Uniform Classes --- + +function SingleUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + +} + +function PureArrayUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + +} + +function StructuredUniform( id ) { + + this.id = id; + + UniformContainer.call( this ); // mix-in + +} + +StructuredUniform.prototype.setValue = function ( gl, value ) { + + // Note: Don't need an extra 'renderer' parameter, since samplers + // are not allowed in structured uniforms. + + var seq = this.seq; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + u.setValue( gl, value[ u.id ] ); + + } + +}; + +// --- Top-level --- + +// Parser - builds up the property tree from the path strings + +var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. + +function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + +} + +function parseUniform( activeInfo, addr, container ) { + + var path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + for ( ; ; ) { + + var match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex, + + id = match[ 1 ], + 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 + + var map = container.map, next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +function WebGLUniforms( gl, program, renderer ) { + + UniformContainer.call( this ); + + this.renderer = renderer; + + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( var i = 0; i < n; ++ i ) { + + var info = gl.getActiveUniform( program, i ), + path = info.name, + addr = gl.getUniformLocation( program, path ); + + parseUniform( info, addr, this ); + + } + +} + +WebGLUniforms.prototype.setValue = function ( gl, name, value ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + +}; + +WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { + + var v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + +}; + + +// Static interface + +WebGLUniforms.upload = function ( gl, seq, values, renderer ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, renderer ); + + } + + } + +}; + +WebGLUniforms.seqWithValue = function ( seq, values ) { + + var r = []; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var 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 }; + +function Color( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + +} + +Object.assign( Color.prototype, { + + isColor: true, + + r: 1, g: 1, b: 1, + + set: function ( 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: function ( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + }, + + setHex: function ( 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: function ( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + }, + + setHSL: function () { + + 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; + + } + + return function setHSL( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = _Math.euclideanModulo( h, 1 ); + s = _Math.clamp( s, 0, 1 ); + l = _Math.clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + return this; + + }; + + }(), + + setStyle: function ( style ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + var m; + + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; + + handleAlpha( color[ 5 ] ); + + return this.setHSL( h, s, l ); + + } + + break; + + } + + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + + // hex color + + var hex = m[ 1 ]; + var 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 ) { + + // color keywords + var hex = ColorKeywords[ style ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + } + + return this; + + }, + + clone: function () { + + return new this.constructor( this.r, this.g, this.b ); + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); + + return this; + + }, + + copyLinearToGamma: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); + + return this; + + }, + + convertGammaToLinear: function () { + + var r = this.r, g = this.g, b = this.b; + + this.r = r * r; + this.g = g * g; + this.b = b * b; + + return this; + + }, + + convertLinearToGamma: function () { + + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); + + return this; + + }, + + getHex: function () { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + }, + + getHexString: function () { + + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + + }, + + getHSL: function ( optionalTarget ) { + + // h,s,l ranges are in 0.0 - 1.0 + + var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; + + var r = this.r, g = this.g, b = this.b; + + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); + + var hue, saturation; + var lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var 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; + + } + + hsl.h = hue; + hsl.s = saturation; + hsl.l = lightness; + + return hsl; + + }, + + getStyle: function () { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + }, + + offsetHSL: function ( h, s, l ) { + + var hsl = this.getHSL(); + + hsl.h += h; hsl.s += s; hsl.l += l; + + this.setHSL( hsl.h, hsl.s, hsl.l ); + + return this; + + }, + + add: function ( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + }, + + addColors: function ( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + }, + + addScalar: function ( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + }, + + sub: function ( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + }, + + multiply: function ( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + }, + + lerp: function ( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + }, + + equals: function ( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + }, + + toJSON: function () { + + return this.getHex(); + + } + +} ); + +/** + * Uniforms library for shared webgl shaders + */ + +var UniformsLib = { + + common: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + uvTransform: { 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 } + + }, + + 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: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + 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: {} + } } + + }, + + points: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + uvTransform: { value: new Matrix3() } + + } + +}; + +/** + * Uniform Utilities + */ + +var UniformsUtils = { + + merge: function ( uniforms ) { + + var merged = {}; + + for ( var u = 0; u < uniforms.length; u ++ ) { + + var tmp = this.clone( uniforms[ u ] ); + + for ( var p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var uniforms_dst = {}; + + for ( var u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( var p in uniforms_src[ u ] ) { + + var parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src && ( parameter_src.isColor || + parameter_src.isMatrix3 || parameter_src.isMatrix4 || + parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || + parameter_src.isTexture ) ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( Array.isArray( parameter_src ) ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; + +var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + +var begin_vertex = "\nvec3 transformed = vec3( position );\n"; + +var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; + +var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\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 theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = 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 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; + +var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; + +var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; + +var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + +var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; + +var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\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}\n"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; + +var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; + +var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + +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.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\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.w );\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.w );\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.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, 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.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 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 = value.rgb * cLogLuvM;\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 = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; + +var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; + +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n"; + +var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; + +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\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\n"; + +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\n"; + +var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n"; + +var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + +var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; + +var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( 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 ltcMat;\tuniform sampler2D ltcMag;\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\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\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\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, 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\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; + +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; + +var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\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\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), 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#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; + +var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\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#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; + +var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + +var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n"; + +var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; + +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; + +var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; + +var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; + +var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = 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 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\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}\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}\n"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + +var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n"; + +var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; + +var dithering_pars_fragment = "#if defined( 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\n"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + +var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\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\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\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 )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; + +var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; + +var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; + +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; + +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int 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\n"; + +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; + +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + +var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\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}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\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}\n"; + +var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; + +var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n"; + +var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( 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#endif"; + +var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n"; + +var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; + +var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}\n"; + +var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n"; + +var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n"; + +var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}\n"; + +var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; + +var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + +var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n"; + +var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n"; + +var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; + +var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; + +var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}\n"; + +var shadow_vert = "#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + +var ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_vertex: envmap_vertex, + fog_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: lights_pars, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_template: lights_template, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment: normal_fragment, + normalmap_pars_fragment: normalmap_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, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert +}; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +var ShaderLib = { + + basic: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: UniformsUtils.merge( [ + 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: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + 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: UniformsUtils.merge( [ + 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: 0.5 }, + metalness: { value: 0.5 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + points: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + 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: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: UniformsUtils.merge( [ + ShaderLib.standard.uniforms, + { + clearCoat: { value: 0 }, + clearCoatRoughness: { value: 0 } + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + +/** + * @author bhouston / http://clara.io + */ + +function Box2( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + +} + +Object.assign( Box2.prototype, { + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new Vector2(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // 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 ); + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + containsPoint: function ( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; + + }, + + containsBox: function ( 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; + + }, + + getParameter: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new Vector2(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 4 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 ? false : true; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector2(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +function WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) { + + var vertexBuffer, elementBuffer; + var shader, program, attributes, uniforms; + + var tempTexture, occlusionTexture; + + function init() { + + var vertices = new Float32Array( [ + - 1, - 1, 0, 0, + 1, - 1, 1, 0, + 1, 1, 1, 1, + - 1, 1, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + // buffers + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + // textures + + tempTexture = gl.createTexture(); + occlusionTexture = gl.createTexture(); + + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + shader = { + + vertexShader: [ + + 'uniform lowp int renderType;', + + 'uniform vec3 screenPosition;', + 'uniform vec2 scale;', + 'uniform float rotation;', + + 'uniform sampler2D occlusionMap;', + + 'attribute vec2 position;', + 'attribute vec2 uv;', + + 'varying vec2 vUV;', + 'varying float vVisibility;', + + 'void main() {', + + ' vUV = uv;', + + ' vec2 pos = position;', + + ' if ( renderType == 2 ) {', + + ' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );', + ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );', + + ' vVisibility = visibility.r / 9.0;', + ' vVisibility *= 1.0 - visibility.g / 9.0;', + ' vVisibility *= visibility.b / 9.0;', + ' vVisibility *= 1.0 - visibility.a / 9.0;', + + ' pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;', + ' pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;', + + ' }', + + ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );', + + '}' + + ].join( '\n' ), + + fragmentShader: [ + + 'uniform lowp int renderType;', + + 'uniform sampler2D map;', + 'uniform float opacity;', + 'uniform vec3 color;', + + 'varying vec2 vUV;', + 'varying float vVisibility;', + + 'void main() {', + + // pink square + + ' if ( renderType == 0 ) {', + + ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );', + + // restore + + ' } else if ( renderType == 1 ) {', + + ' gl_FragColor = texture2D( map, vUV );', + + // flare + + ' } else {', + + ' vec4 texture = texture2D( map, vUV );', + ' texture.a *= opacity * vVisibility;', + ' gl_FragColor = texture;', + ' gl_FragColor.rgb *= color;', + + ' }', + + '}' + + ].join( '\n' ) + + }; + + program = createProgram( shader ); + + attributes = { + vertex: gl.getAttribLocation( program, 'position' ), + uv: gl.getAttribLocation( program, 'uv' ) + }; + + uniforms = { + renderType: gl.getUniformLocation( program, 'renderType' ), + map: gl.getUniformLocation( program, 'map' ), + occlusionMap: gl.getUniformLocation( program, 'occlusionMap' ), + opacity: gl.getUniformLocation( program, 'opacity' ), + color: gl.getUniformLocation( program, 'color' ), + scale: gl.getUniformLocation( program, 'scale' ), + rotation: gl.getUniformLocation( program, 'rotation' ), + screenPosition: gl.getUniformLocation( program, 'screenPosition' ) + }; + + } + + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + */ + + this.render = function ( flares, scene, camera, viewport ) { + + if ( flares.length === 0 ) return; + + var tempPosition = new Vector3(); + + var invAspect = viewport.w / viewport.z, + halfViewportWidth = viewport.z * 0.5, + halfViewportHeight = viewport.w * 0.5; + + var size = 16 / viewport.w, + scale = new Vector2( size * invAspect, size ); + + var screenPosition = new Vector3( 1, 1, 0 ), + screenPositionPixels = new Vector2( 1, 1 ); + + var validArea = new Box2(); + + validArea.min.set( viewport.x, viewport.y ); + validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); + + if ( program === undefined ) { + + init(); + + } + + state.useProgram( program ); + + state.initAttributes(); + state.enableAttribute( attributes.vertex ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/uniforms + + gl.uniform1i( uniforms.occlusionMap, 0 ); + gl.uniform1i( uniforms.map, 1 ); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + state.disable( gl.CULL_FACE ); + state.buffers.depth.setMask( false ); + + for ( var i = 0, l = flares.length; i < l; i ++ ) { + + size = 16 / viewport.w; + scale.set( size * invAspect, size ); + + // calc object screen position + + var flare = flares[ i ]; + + tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); + + tempPosition.applyMatrix4( camera.matrixWorldInverse ); + tempPosition.applyMatrix4( camera.projectionMatrix ); + + // setup arrays for gl programs + + screenPosition.copy( tempPosition ); + + // horizontal and vertical coordinate of the lower left corner of the pixels to copy + + screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; + screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; + + // screen cull + + if ( validArea.containsPoint( screenPositionPixels ) === true ) { + + // save current RGB to temp texture + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, null ); + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); + + + // render pink quad + + gl.uniform1i( uniforms.renderType, 0 ); + gl.uniform2f( uniforms.scale, scale.x, scale.y ); + gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + + state.disable( gl.BLEND ); + state.enable( gl.DEPTH_TEST ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); + + + // restore graphics + + gl.uniform1i( uniforms.renderType, 1 ); + state.disable( gl.DEPTH_TEST ); + + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // update object positions + + flare.positionScreen.copy( screenPosition ); + + if ( flare.customUpdateCallback ) { + + flare.customUpdateCallback( flare ); + + } else { + + flare.updateLensFlares(); + + } + + // render flares + + gl.uniform1i( uniforms.renderType, 2 ); + state.enable( gl.BLEND ); + + for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + + var sprite = flare.lensFlares[ j ]; + + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; + + size = sprite.size * sprite.scale / viewport.w; + + scale.x = size * invAspect; + scale.y = size; + + gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + gl.uniform2f( uniforms.scale, scale.x, scale.y ); + gl.uniform1f( uniforms.rotation, sprite.rotation ); + + gl.uniform1f( uniforms.opacity, sprite.opacity ); + gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + + textures.setTexture2D( sprite.texture, 1 ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + } + + } + + } + + } + + // restore gl + + state.enable( gl.CULL_FACE ); + state.enable( gl.DEPTH_TEST ); + state.buffers.depth.setMask( true ); + + state.reset(); + + }; + + function createProgram( shader ) { + + var program = gl.createProgram(); + + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + + var prefix = 'precision ' + capabilities.precision + ' float;\n'; + + gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); + gl.shaderSource( vertexShader, prefix + shader.vertexShader ); + + gl.compileShader( fragmentShader ); + gl.compileShader( vertexShader ); + + gl.attachShader( program, fragmentShader ); + gl.attachShader( program, vertexShader ); + + gl.linkProgram( program ); + + return program; + + } + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + +} + +CanvasTexture.prototype = Object.create( Texture.prototype ); +CanvasTexture.prototype.constructor = CanvasTexture; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) { + + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; + + var texture; + + // decompose matrixWorld + + var spritePosition = new Vector3(); + var spriteRotation = new Quaternion(); + var spriteScale = new Vector3(); + + function init() { + + var vertices = new Float32Array( [ + - 0.5, - 0.5, 0, 0, + 0.5, - 0.5, 1, 0, + 0.5, 0.5, 1, 1, + - 0.5, 0.5, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + program = createProgram(); + + attributes = { + position: gl.getAttribLocation( program, 'position' ), + uv: gl.getAttribLocation( program, 'uv' ) + }; + + uniforms = { + uvOffset: gl.getUniformLocation( program, 'uvOffset' ), + uvScale: gl.getUniformLocation( program, 'uvScale' ), + + rotation: gl.getUniformLocation( program, 'rotation' ), + scale: gl.getUniformLocation( program, 'scale' ), + + color: gl.getUniformLocation( program, 'color' ), + map: gl.getUniformLocation( program, 'map' ), + opacity: gl.getUniformLocation( program, 'opacity' ), + + modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), + projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), + + fogType: gl.getUniformLocation( program, 'fogType' ), + fogDensity: gl.getUniformLocation( program, 'fogDensity' ), + fogNear: gl.getUniformLocation( program, 'fogNear' ), + fogFar: gl.getUniformLocation( program, 'fogFar' ), + fogColor: gl.getUniformLocation( program, 'fogColor' ), + fogDepth: gl.getUniformLocation( program, 'fogDepth' ), + + alphaTest: gl.getUniformLocation( program, 'alphaTest' ) + }; + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = 8; + canvas.height = 8; + + var context = canvas.getContext( '2d' ); + context.fillStyle = 'white'; + context.fillRect( 0, 0, 8, 8 ); + + texture = new CanvasTexture( canvas ); + + } + + this.render = function ( sprites, scene, camera ) { + + if ( sprites.length === 0 ) return; + + // setup gl + + if ( program === undefined ) { + + init(); + + } + + state.useProgram( program ); + + state.initAttributes(); + state.enableAttribute( attributes.position ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + state.disable( gl.CULL_FACE ); + state.enable( gl.BLEND ); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + + state.activeTexture( gl.TEXTURE0 ); + gl.uniform1i( uniforms.map, 0 ); + + var oldFogType = 0; + var sceneFogType = 0; + var fog = scene.fog; + + if ( fog ) { + + gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); + + if ( fog.isFog ) { + + gl.uniform1f( uniforms.fogNear, fog.near ); + gl.uniform1f( uniforms.fogFar, fog.far ); + + gl.uniform1i( uniforms.fogType, 1 ); + oldFogType = 1; + sceneFogType = 1; + + } else if ( fog.isFogExp2 ) { + + gl.uniform1f( uniforms.fogDensity, fog.density ); + + gl.uniform1i( uniforms.fogType, 2 ); + oldFogType = 2; + sceneFogType = 2; + + } + + } else { + + gl.uniform1i( uniforms.fogType, 0 ); + oldFogType = 0; + sceneFogType = 0; + + } + + + // update positions and sort + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + + sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; + + } + + sprites.sort( painterSortStable ); + + // render all sprites + + var scale = []; + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + var material = sprite.material; + + if ( material.visible === false ) continue; + + sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined ); + + gl.uniform1f( uniforms.alphaTest, material.alphaTest ); + gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); + + sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); + + scale[ 0 ] = spriteScale.x; + scale[ 1 ] = spriteScale.y; + + var fogType = 0; + + if ( scene.fog && material.fog ) { + + fogType = sceneFogType; + + } + + if ( oldFogType !== fogType ) { + + gl.uniform1i( uniforms.fogType, fogType ); + oldFogType = fogType; + + } + + if ( material.map !== null ) { + + gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); + gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); + + } else { + + gl.uniform2f( uniforms.uvOffset, 0, 0 ); + gl.uniform2f( uniforms.uvScale, 1, 1 ); + + } + + gl.uniform1f( uniforms.opacity, material.opacity ); + gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); + + gl.uniform1f( uniforms.rotation, material.rotation ); + gl.uniform2fv( uniforms.scale, scale ); + + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); + state.buffers.depth.setTest( material.depthTest ); + state.buffers.depth.setMask( material.depthWrite ); + state.buffers.color.setMask( material.colorWrite ); + + textures.setTexture2D( material.map || texture, 0 ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined ); + + } + + // restore gl + + state.enable( gl.CULL_FACE ); + + state.reset(); + + }; + + function createProgram() { + + var program = gl.createProgram(); + + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + + gl.shaderSource( vertexShader, [ + + 'precision ' + capabilities.precision + ' float;', + + '#define SHADER_NAME ' + 'SpriteMaterial', + + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform float rotation;', + 'uniform vec2 scale;', + 'uniform vec2 uvOffset;', + 'uniform vec2 uvScale;', + + 'attribute vec2 position;', + 'attribute vec2 uv;', + + 'varying vec2 vUV;', + 'varying float fogDepth;', + + 'void main() {', + + ' vUV = uvOffset + uv * uvScale;', + + ' vec2 alignedPosition = position * scale;', + + ' vec2 rotatedPosition;', + ' rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', + ' rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', + + ' vec4 mvPosition;', + + ' mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', + ' mvPosition.xy += rotatedPosition;', + + ' gl_Position = projectionMatrix * mvPosition;', + + ' fogDepth = - mvPosition.z;', + + '}' + + ].join( '\n' ) ); + + gl.shaderSource( fragmentShader, [ + + 'precision ' + capabilities.precision + ' float;', + + '#define SHADER_NAME ' + 'SpriteMaterial', + + 'uniform vec3 color;', + 'uniform sampler2D map;', + 'uniform float opacity;', + + 'uniform int fogType;', + 'uniform vec3 fogColor;', + 'uniform float fogDensity;', + 'uniform float fogNear;', + 'uniform float fogFar;', + 'uniform float alphaTest;', + + 'varying vec2 vUV;', + 'varying float fogDepth;', + + 'void main() {', + + ' vec4 texture = texture2D( map, vUV );', + + ' gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', + + ' if ( gl_FragColor.a < alphaTest ) discard;', + + ' if ( fogType > 0 ) {', + + ' float fogFactor = 0.0;', + + ' if ( fogType == 1 ) {', + + ' fogFactor = smoothstep( fogNear, fogFar, fogDepth );', + + ' } else {', + + ' const float LOG2 = 1.442695;', + ' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );', + ' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', + + ' }', + + ' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );', + + ' }', + + '}' + + ].join( '\n' ) ); + + gl.compileShader( vertexShader ); + gl.compileShader( fragmentShader ); + + gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); + + gl.linkProgram( program ); + + return program; + + } + + function painterSortStable( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return b.id - a.id; + + } + + } + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +var materialId = 0; + +function Material() { + + Object.defineProperty( this, 'id', { value: materialId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.fog = true; + this.lights = true; + + this.blending = NormalBlending; + this.side = FrontSide; + this.flatShading = false; + this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + + 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.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + 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.premultipliedAlpha = false; + + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this.userData = {}; + + this.needsUpdate = true; + +} + +Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Material, + + isMaterial: true, + + onBeforeCompile: function () {}, + + setValues: function ( values ) { + + if ( values === undefined ) return; + + for ( var key in values ) { + + var 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; + + } + + var 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 if ( key === 'overdraw' ) { + + // ensure overdraw is backwards-compatible with legacy boolean type + this[ key ] = Number( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + }, + + toJSON: function ( meta ) { + + var isRoot = ( meta === undefined || typeof meta === 'string' ); + + if ( isRoot ) { + + meta = { + textures: {}, + images: {} + }; + + } + + var 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.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( 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.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + 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; + data.reflectivity = this.reflectivity; // Scale behind envMap + + } + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.size !== undefined ) data.size = this.size; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.flatShading === true ) data.flatShading = this.flatShading; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + + // rotation (SpriteMaterial) + if ( this.rotation !== 0 ) data.rotation = this.rotation; + + if ( 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.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.skinning === true ) data.skinning = true; + + if ( this.visible === false ) data.visible = false; + if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + var values = []; + + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRoot ) { + + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.name = source.name; + + this.fog = source.fog; + this.lights = source.lights; + + this.blending = source.blending; + this.side = source.side; + this.flatShading = source.flatShading; + 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.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.premultipliedAlpha = source.premultipliedAlpha; + + this.overdraw = source.overdraw; + + this.visible = source.visible; + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.clipShadows = source.clipShadows; + this.clipIntersection = source.clipIntersection; + + var srcPlanes = source.clippingPlanes, + dstPlanes = null; + + if ( srcPlanes !== null ) { + + var n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + this.clippingPlanes = dstPlanes; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + +function MeshDepthMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.skinning = false; + 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.lights = false; + + this.setValues( parameters ); + +} + +MeshDepthMaterial.prototype = Object.create( Material.prototype ); +MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + +MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + +MeshDepthMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + 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; + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */ + +function MeshDistanceMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDistanceMaterial'; + + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + +} + +MeshDistanceMaterial.prototype = Object.create( Material.prototype ); +MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; + +MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; + +MeshDistanceMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.referencePosition.copy( source.referencePosition ); + this.nearDistance = source.nearDistance; + this.farDistance = source.farDistance; + + this.skinning = source.skinning; + 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; + +}; + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +function Box3( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + +} + +Object.assign( Box3.prototype, { + + isBox3: true, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromArray: function ( array ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var x = array[ i ]; + var y = array[ i + 1 ]; + var z = array[ i + 2 ]; + + 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: function ( attribute ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + var x = attribute.getX( i ); + var y = attribute.getY( i ); + var 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: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new Vector3(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + setFromObject: function ( object ) { + + this.makeEmpty(); + + return this.expandByObject( object ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // 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: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + expandByObject: function () { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + var scope, i, l; + + var v1 = new Vector3(); + + function traverse( node ) { + + var geometry = node.geometry; + + if ( geometry !== undefined ) { + + if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + + for ( i = 0, l = vertices.length; i < l; i ++ ) { + + v1.copy( vertices[ i ] ); + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } else if ( geometry.isBufferGeometry ) { + + var attribute = geometry.attributes.position; + + if ( attribute !== undefined ) { + + for ( i = 0, l = attribute.count; i < l; i ++ ) { + + v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } + + } + + } + + } + + return function expandByObject( object ) { + + scope = this; + + object.updateMatrixWorld( true ); + + object.traverse( traverse ); + + return this; + + }; + + }(), + + containsPoint: function ( 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: function ( 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: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new Vector3(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + }, + + intersectsBox: function ( 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: ( function () { + + var closestPoint = new Vector3(); + + return function intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, closestPoint ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + }; + + } )(), + + intersectsPlane: function ( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + var 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 ); + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector3(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + getBoundingSphere: function () { + + var v1 = new Vector3(); + + return function getBoundingSphere( optionalTarget ) { + + var result = optionalTarget || new Sphere(); + + this.getCenter( result.center ); + + result.radius = this.getSize( v1 ).length() * 0.5; + + return result; + + }; + + }(), + + intersect: function ( 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: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + applyMatrix4: function () { + + var points = [ + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3() + ]; + + return function 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: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +function Sphere( center, radius ) { + + this.center = ( center !== undefined ) ? center : new Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; + +} + +Object.assign( Sphere.prototype, { + + set: function ( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + }, + + setFromPoints: function () { + + var box = new Box3(); + + return function setFromPoints( points, optionalCenter ) { + + var center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + box.setFromPoints( points ).getCenter( center ); + + } + + var maxRadiusSq = 0; + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + }, + + empty: function () { + + return ( this.radius <= 0 ); + + }, + + containsPoint: function ( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + }, + + distanceToPoint: function ( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + }, + + intersectsSphere: function ( sphere ) { + + var radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsSphere( this ); + + }, + + intersectsPlane: function ( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var deltaLengthSq = this.center.distanceToSquared( point ); + + var result = optionalTarget || new Vector3(); + + result.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + result.sub( this.center ).normalize(); + result.multiplyScalar( this.radius ).add( this.center ); + + } + + return result; + + }, + + getBoundingBox: function ( optionalTarget ) { + + var box = optionalTarget || new Box3(); + + box.set( this.center, this.center ); + box.expandByScalar( this.radius ); + + return box; + + }, + + applyMatrix4: function ( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + }, + + translate: function ( offset ) { + + this.center.add( offset ); + + return this; + + }, + + equals: function ( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + */ + +function Plane( normal, constant ) { + + // normal is assumed to be normalized + + this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; + +} + +Object.assign( Plane.prototype, { + + set: function ( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + }, + + setComponents: function ( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + }, + + setFromNormalAndCoplanarPoint: function ( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + }, + + setFromCoplanarPoints: function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function setFromCoplanarPoints( a, b, c ) { + + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + }, + + normalize: function () { + + // Note: will lead to a divide by zero if the plane is invalid. + + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + }, + + negate: function () { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + }, + + distanceToPoint: function ( point ) { + + return this.normal.dot( point ) + this.constant; + + }, + + distanceToSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + }, + + projectPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return result.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); + + }, + + intersectLine: function () { + + var v1 = new Vector3(); + + return function intersectLine( line, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + var direction = line.delta( v1 ); + + var denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return result.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return undefined; + + } + + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return undefined; + + } + + return result.copy( direction ).multiplyScalar( t ).add( line.start ); + + }; + + }(), + + intersectsLine: function ( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsPlane( this ); + + }, + + intersectsSphere: function ( sphere ) { + + return sphere.intersectsPlane( this ); + + }, + + coplanarPoint: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return result.copy( this.normal ).multiplyScalar( - this.constant ); + + }, + + applyMatrix4: function () { + + var v1 = new Vector3(); + var m1 = new Matrix3(); + + return function applyMatrix4( matrix, optionalNormalMatrix ) { + + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + }, + + equals: function ( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ + +function Frustum( p0, p1, p2, p3, p4, p5 ) { + + this.planes = [ + + ( p0 !== undefined ) ? p0 : new Plane(), + ( p1 !== undefined ) ? p1 : new Plane(), + ( p2 !== undefined ) ? p2 : new Plane(), + ( p3 !== undefined ) ? p3 : new Plane(), + ( p4 !== undefined ) ? p4 : new Plane(), + ( p5 !== undefined ) ? p5 : new Plane() + + ]; + +} + +Object.assign( Frustum.prototype, { + + set: function ( p0, p1, p2, p3, p4, p5 ) { + + var planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( frustum ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + }, + + setFromMatrix: function ( m ) { + + var planes = this.planes; + var me = m.elements; + var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + 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: function () { + + var sphere = new Sphere(); + + return function intersectsObject( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSprite: function () { + + var sphere = new Sphere(); + + return function intersectsSprite( sprite ) { + + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; + + for ( var i = 0; i < 6; i ++ ) { + + var distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + }, + + intersectsBox: function () { + + var p1 = new Vector3(), + p2 = new Vector3(); + + return function intersectsBox( box ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + var plane = planes[ i ]; + + p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; + p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; + p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; + p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + var d1 = plane.distanceToPoint( p1 ); + var d2 = plane.distanceToPoint( p2 ); + + // if both outside plane, no intersection + + if ( d1 < 0 && d2 < 0 ) { + + return false; + + } + + } + + return true; + + }; + + }(), + + containsPoint: function ( point ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { + + var _frustum = new Frustum(), + _projScreenMatrix = new Matrix4(), + + _shadowMapSize = new Vector2(), + _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ), + + _lookTarget = new Vector3(), + _lightPositionWorld = new Vector3(), + + _MorphingFlag = 1, + _SkinningFlag = 2, + + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ), + + _materialCache = {}; + + var cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + var cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + var cube2DViewPorts = [ + new Vector4(), new Vector4(), new Vector4(), + new Vector4(), new Vector4(), new Vector4() + ]; + + // init + + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; + + var depthMaterial = new MeshDepthMaterial( { + + depthPacking: RGBADepthPacking, + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _depthMaterials[ i ] = depthMaterial; + + // + + var distanceMaterial = new MeshDistanceMaterial( { + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _distanceMaterials[ i ] = distanceMaterial; + + } + + // + + var scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + + this.renderReverseSided = true; + this.renderSingleSided = true; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + // TODO Clean up (needed in case of contextlost) + var _gl = _renderer.context; + var _state = _renderer.state; + + // Set GL state for depth map. + _state.disable( _gl.BLEND ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // render depth map + + var faceCount; + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + var shadow = light.shadow; + var isPointLight = light && light.isPointLight; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + var shadowCamera = shadow.camera; + + _shadowMapSize.copy( shadow.mapSize ); + _shadowMapSize.min( _maxShadowMapSize ); + + if ( isPointLight ) { + + var vpWidth = _shadowMapSize.x; + var vpHeight = _shadowMapSize.y; + + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); + // negative X + cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); + // positive Z + cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); + // negative Z + cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); + // positive Y + cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); + // negative Y + cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); + + _shadowMapSize.x *= 4.0; + _shadowMapSize.y *= 2.0; + + } + + if ( shadow.map === null ) { + + var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + ".shadowMap"; + + shadowCamera.updateProjectionMatrix(); + + } + + if ( shadow.isSpotLightShadow ) { + + shadow.update( light ); + + } + + var shadowMap = shadow.map; + var shadowMatrix = shadow.matrix; + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); + + if ( isPointLight ) { + + faceCount = 6; + + // for point lights we set the shadow matrix to be a translation-only matrix + // equal to inverse of the light's position + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + } else { + + faceCount = 1; + + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + + // compute shadow matrix + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + + } + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // render shadow map for each cube face (if omni-directional) or + // run a single pass if not + + for ( var face = 0; face < faceCount; face ++ ) { + + if ( isPointLight ) { + + _lookTarget.copy( shadowCamera.position ); + _lookTarget.add( cubeDirections[ face ] ); + shadowCamera.up.copy( cubeUps[ face ] ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + + var vpDimensions = cube2DViewPorts[ face ]; + _state.viewport( vpDimensions ); + + } + + // update camera matrices and frustum + + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // set object matrices & frustum culling + + renderObject( scene, camera, shadowCamera, isPointLight ); + + } + + } + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) { + + var geometry = object.geometry; + + var result = null; + + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; + + if ( isPointLight ) { + + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; + + } + + if ( ! customMaterial ) { + + var useMorphing = false; + + if ( material.morphTargets ) { + + if ( geometry && geometry.isBufferGeometry ) { + + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + + } else if ( geometry && geometry.isGeometry ) { + + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + + } + + } + + if ( object.isSkinnedMesh && material.skinning === false ) { + + console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); + + } + + var useSkinning = object.isSkinnedMesh && material.skinning; + + var variantIndex = 0; + + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; + + result = materialVariants[ variantIndex ]; + + } 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 + + var keyA = result.uuid, keyB = material.uuid; + + var materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + var cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + var side = material.side; + + if ( scope.renderSingleSided && side == DoubleSide ) { + + side = FrontSide; + + } + + if ( scope.renderReverseSided ) { + + if ( side === FrontSide ) side = BackSide; + else if ( side === BackSide ) side = FrontSide; + + } + + result.side = side; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( isPointLight && result.isMeshDistanceMaterial ) { + + result.referencePosition.copy( lightPositionWorld ); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, isPointLight ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + var geometry = _objects.update( object ); + var material = object.material; + + if ( Array.isArray( material ) ) { + + var groups = geometry.groups; + + for ( var k = 0, kl = groups.length; k < kl; k ++ ) { + + var group = groups[ k ]; + var groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else if ( material.visible ) { + + var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, isPointLight ); + + } + + } + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLAttributes( gl ) { + + var buffers = {}; + + function createBuffer( attribute, bufferType ) { + + var array = attribute.array; + var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + + var buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + var type = gl.FLOAT; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( array instanceof Float64Array ) { + + console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); + + } else if ( array instanceof Uint16Array ) { + + type = gl.UNSIGNED_SHORT; + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + var array = attribute.array; + var updateRange = attribute.updateRange; + + gl.bindBuffer( bufferType, buffer ); + + if ( attribute.dynamic === false ) { + + gl.bufferData( bufferType, array, gl.STATIC_DRAW ); + + } else if ( updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, array ); + + } else if ( updateRange.count === 0 ) { + + console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); + + } 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[ attribute.uuid ]; + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers[ attribute.uuid ]; + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + delete buffers[ attribute.uuid ]; + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers[ attribute.uuid ]; + + if ( data === undefined ) { + + buffers[ attribute.uuid ] = 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 + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +function Euler( x, y, z, order ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || Euler.DefaultOrder; + +} + +Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + +Euler.DefaultOrder = 'XYZ'; + +Object.defineProperties( Euler.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this.onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this.onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); + + } + + }, + + order: { + + get: function () { + + return this._order; + + }, + + set: function ( value ) { + + this._order = value; + this.onChangeCallback(); + + } + + } + +} ); + +Object.assign( Euler.prototype, { + + isEuler: true, + + set: function ( x, y, z, order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + }, + + copy: function ( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m, order, update ) { + + var clamp = _Math.clamp; + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements; + var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.99999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.99999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + } else if ( order === 'ZYX' ) { + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + } else if ( order === 'YZX' ) { + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + } else if ( order === 'XZY' ) { + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + } else { + + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + + } + + this._order = order; + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function () { + + var matrix = new Matrix4(); + + return function setFromQuaternion( q, order, update ) { + + matrix.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( matrix, order, update ); + + }; + + }(), + + setFromVector3: function ( v, order ) { + + return this.set( v.x, v.y, v.z, order || this._order ); + + }, + + reorder: function () { + + // WARNING: this discards revolution information -bhouston + + var q = new Quaternion(); + + return function reorder( newOrder ) { + + q.setFromEuler( this ); + + return this.setFromQuaternion( q, newOrder ); + + }; + + }(), + + equals: function ( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + }, + + fromArray: function ( 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: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + }, + + toVector3: function ( optionalResult ) { + + if ( optionalResult ) { + + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new Vector3( this._x, this._y, this._z ); + + } + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Layers() { + + this.mask = 1 | 0; + +} + +Object.assign( Layers.prototype, { + + set: function ( channel ) { + + this.mask = 1 << channel | 0; + + }, + + enable: function ( channel ) { + + this.mask |= 1 << channel | 0; + + }, + + toggle: function ( channel ) { + + this.mask ^= 1 << channel | 0; + + }, + + disable: function ( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + }, + + test: function ( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author elephantatwork / www.elephantatwork.ch + */ + +var object3DId = 0; + +function Object3D() { + + Object.defineProperty( this, 'id', { value: object3DId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DefaultUp.clone(); + + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var 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: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.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.userData = {}; + +} + +Object3D.DefaultUp = new Vector3( 0, 1, 0 ); +Object3D.DefaultMatrixAutoUpdate = true; + +Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Object3D, + + isObject3D: true, + + onBeforeRender: function () {}, + onAfterRender: function () {}, + + applyMatrix: function ( matrix ) { + + this.matrix.multiplyMatrices( matrix, this.matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + }, + + applyQuaternion: function ( q ) { + + this.quaternion.premultiply( q ); + + return this; + + }, + + setRotationFromAxisAngle: function ( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + }, + + setRotationFromEuler: function ( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + }, + + setRotationFromMatrix: function ( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + }, + + setRotationFromQuaternion: function ( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + }, + + rotateOnAxis: function () { + + // rotate object on axis in object space + // axis is assumed to be normalized + + var q1 = new Quaternion(); + + return function rotateOnAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + }; + + }(), + + rotateOnWorldAxis: function () { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + var q1 = new Quaternion(); + + return function rotateOnWorldAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( q1 ); + + return this; + + }; + + }(), + + rotateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function rotateX( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function rotateY( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function rotateZ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + translateOnAxis: function () { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + var v1 = new Vector3(); + + return function translateOnAxis( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + }; + + }(), + + translateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function translateX( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function translateY( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function translateZ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + }, + + worldToLocal: function () { + + var m1 = new Matrix4(); + + return function worldToLocal( vector ) { + + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + + }; + + }(), + + lookAt: function () { + + // This method does not support objects with rotated and/or translated parent(s) + + var m1 = new Matrix4(); + var vector = new Vector3(); + + return function lookAt( x, y, z ) { + + if ( x.isVector3 ) { + + vector.copy( x ); + + } else { + + vector.set( x, y, z ); + + } + + if ( this.isCamera ) { + + m1.lookAt( this.position, vector, this.up ); + + } else { + + m1.lookAt( vector, this.position, this.up ); + + } + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + + }(), + + add: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var 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; + object.dispatchEvent( { type: 'added' } ); + + this.children.push( object ); + + } else { + + console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + + } + + return this; + + }, + + remove: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + + object.dispatchEvent( { type: 'removed' } ); + + this.children.splice( index, 1 ); + + } + + return this; + + }, + + getObjectById: function ( id ) { + + return this.getObjectByProperty( 'id', id ); + + }, + + getObjectByName: function ( name ) { + + return this.getObjectByProperty( 'name', name ); + + }, + + getObjectByProperty: function ( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + var object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + }, + + getWorldPosition: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.updateMatrixWorld( true ); + + return result.setFromMatrixPosition( this.matrixWorld ); + + }, + + getWorldQuaternion: function () { + + var position = new Vector3(); + var scale = new Vector3(); + + return function getWorldQuaternion( optionalTarget ) { + + var result = optionalTarget || new Quaternion(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, result, scale ); + + return result; + + }; + + }(), + + getWorldRotation: function () { + + var quaternion = new Quaternion(); + + return function getWorldRotation( optionalTarget ) { + + var result = optionalTarget || new Euler(); + + this.getWorldQuaternion( quaternion ); + + return result.setFromQuaternion( quaternion, this.rotation.order, false ); + + }; + + }(), + + getWorldScale: function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + + return function getWorldScale( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, result ); + + return result; + + }; + + }(), + + getWorldDirection: function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + }; + + }(), + + raycast: function () {}, + + traverse: function ( callback ) { + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + }, + + traverseAncestors: function ( callback ) { + + var parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + }, + + updateMatrix: function () { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( 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 + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( force ); + + } + + }, + + toJSON: function ( meta ) { + + // meta is a string when called from JSON.stringify + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + + var output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {} + }; + + output.metadata = { + version: 4.5, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + var 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 ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + + object.matrix = this.matrix.toArray(); + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.geometry !== undefined ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + var parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + var shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + var uuids = []; + + for ( var 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 ( var i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + if ( isRootObject ) { + + var geometries = extractFromCache( meta.geometries ); + var materials = extractFromCache( meta.materials ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + var shapes = extractFromCache( meta.shapes ); + + 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; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + var values = []; + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + return values; + + } + + }, + + clone: function ( recursive ) { + + return new this.constructor().copy( this, recursive ); + + }, + + copy: function ( source, recursive ) { + + if ( recursive === undefined ) recursive = true; + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.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 ( var i = 0; i < source.children.length; i ++ ) { + + var child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley +*/ + +function Camera() { + + Object3D.call( this ); + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); + +} + +Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Camera, + + isCamera: true, + + copy: function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + this.projectionMatrix.copy( source.projectionMatrix ); + + return this; + + }, + + getWorldDirection: function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + }; + + }(), + + updateMatrixWorld: function ( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + this.matrixWorldInverse.getInverse( this.matrixWorld ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ + +function OrthographicCamera( left, right, top, bottom, near, far ) { + + Camera.call( this ); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +} + +OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: OrthographicCamera, + + isOrthographicCamera: true, + + copy: function ( source, recursive ) { + + Camera.prototype.copy.call( this, 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: function ( 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: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var dx = ( this.right - this.left ) / ( 2 * this.zoom ); + var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + var cx = ( this.right + this.left ) / 2; + var cy = ( this.top + this.bottom ) / 2; + + var left = cx - dx; + var right = cx + dx; + var top = cy + dy; + var bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); + var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); + var scaleW = ( this.right - this.left ) / this.view.width; + var scaleH = ( this.top - this.bottom ) / this.view.height; + + left += scaleW * ( this.view.offsetX / zoomW ); + right = left + scaleW * ( this.view.width / zoomW ); + top -= scaleH * ( this.view.offsetY / zoomH ); + bottom = top - scaleH * ( this.view.height / zoomH ); + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Face3( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); + this.vertexNormals = Array.isArray( normal ) ? normal : []; + + this.color = ( color && color.isColor ) ? color : new Color(); + this.vertexColors = Array.isArray( color ) ? color : []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + +} + +Object.assign( Face3.prototype, { + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.a = source.a; + this.b = source.b; + this.c = source.c; + + this.normal.copy( source.normal ); + this.color.copy( source.color ); + + this.materialIndex = source.materialIndex; + + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author bhouston / http://clara.io + */ + +var geometryId = 0; // Geometry uses even numbers as Id + +function Geometry() { + + Object.defineProperty( this, 'id', { value: geometryId += 2 } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Geometry'; + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + + this.morphTargets = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; + +} + +Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Geometry, + + isGeometry: true, + + applyMatrix: function ( matrix ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + + } + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + fromBufferGeometry: function ( geometry ) { + + var scope = this; + + var indices = geometry.index !== null ? geometry.index.array : undefined; + var attributes = geometry.attributes; + + var positions = attributes.position.array; + var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; + var colors = attributes.color !== undefined ? attributes.color.array : undefined; + var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; + var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + + var tempNormals = []; + var tempUVs = []; + var tempUVs2 = []; + + for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + + scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); + + if ( normals !== undefined ) { + + tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + + } + + if ( colors !== undefined ) { + + scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + + } + + if ( uvs !== undefined ) { + + tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + + } + + if ( uvs2 !== undefined ) { + + tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + + } + + } + + function addFace( a, b, c, materialIndex ) { + + var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; + var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; + + var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + + scope.faces.push( face ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + + } + + if ( uvs2 !== undefined ) { + + scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + + } + + } + + var groups = geometry.groups; + + if ( groups.length > 0 ) { + + for ( var i = 0; i < groups.length; i ++ ) { + + var group = groups[ i ]; + + var start = group.start; + var count = group.count; + + for ( var j = start, jl = start + count; j < jl; j += 3 ) { + + if ( indices !== undefined ) { + + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + + } else { + + addFace( j, j + 1, j + 2, group.materialIndex ); + + } + + } + + } + + } else { + + if ( indices !== undefined ) { + + for ( var i = 0; i < indices.length; i += 3 ) { + + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } else { + + for ( var i = 0; i < positions.length / 3; i += 3 ) { + + addFace( i, i + 1, i + 2 ); + + } + + } + + } + + this.computeFaceNormals(); + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + return this; + + }, + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.getCenter().negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + normalize: function () { + + this.computeBoundingSphere(); + + var center = this.boundingSphere.center; + var radius = this.boundingSphere.radius; + + var s = radius === 0 ? 1 : 1.0 / radius; + + var matrix = new Matrix4(); + matrix.set( + s, 0, 0, - s * center.x, + 0, s, 0, - s * center.y, + 0, 0, s, - s * center.z, + 0, 0, 0, 1 + ); + + this.applyMatrix( matrix ); + + return this; + + }, + + computeFaceNormals: function () { + + var cb = new Vector3(), ab = new Vector3(); + + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + + var face = this.faces[ f ]; + + var vA = this.vertices[ face.a ]; + var vB = this.vertices[ face.b ]; + var vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + cb.normalize(); + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function ( areaWeighted ) { + + if ( areaWeighted === undefined ) areaWeighted = true; + + var v, vl, f, fl, face, vertices; + + vertices = new Array( this.vertices.length ); + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new Vector3(); + + } + + if ( areaWeighted ) { + + // vertex normals weighted by triangle areas + // http://www.iquilezles.org/www/articles/normals/normals.htm + + var vA, vB, vC; + var cb = new Vector3(), ab = new Vector3(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); + + } + + } else { + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vertices[ face.a ].add( face.normal ); + vertices[ face.b ].add( face.normal ); + vertices[ face.c ].add( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else { + + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeFlatVertexNormals: function () { + + var f, fl, face; + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( face.normal ); + vertexNormals[ 1 ].copy( face.normal ); + vertexNormals[ 2 ].copy( face.normal ); + + } else { + + vertexNormals[ 0 ] = face.normal.clone(); + vertexNormals[ 1 ] = face.normal.clone(); + vertexNormals[ 2 ] = face.normal.clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeMorphNormals: function () { + + var i, il, f, fl, face; + + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( ! face.__originalFaceNormal ) { + + face.__originalFaceNormal = face.normal.clone(); + + } else { + + face.__originalFaceNormal.copy( face.normal ); + + } + + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + + if ( ! face.__originalVertexNormals[ i ] ) { + + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + + } else { + + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + + } + + } + + } + + // use temp geometry to compute face and vertex normals for each morph + + var tmpGeo = new Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + faceNormal = new Vector3(); + vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeLineDistances: function () { + + var d = 0; + var vertices = this.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + if ( i > 0 ) { + + d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); + + } + + this.lineDistances[ i ] = d; + + } + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.setFromPoints( this.vertices ); + + }, + + computeBoundingSphere: function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.setFromPoints( this.vertices ); + + }, + + merge: function ( geometry, matrix, materialIndexOffset ) { + + if ( ! ( geometry && geometry.isGeometry ) ) { + + console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); + return; + + } + + var normalMatrix, + vertexOffset = this.vertices.length, + vertices1 = this.vertices, + vertices2 = geometry.vertices, + faces1 = this.faces, + faces2 = geometry.faces, + uvs1 = this.faceVertexUvs[ 0 ], + uvs2 = geometry.faceVertexUvs[ 0 ], + colors1 = this.colors, + colors2 = geometry.colors; + + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + + if ( matrix !== undefined ) { + + normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + + vertices1.push( vertexCopy ); + + } + + // colors + + for ( var i = 0, il = colors2.length; i < il; i ++ ) { + + colors1.push( colors2[ i ].clone() ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); + + if ( normalMatrix !== undefined ) { + + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + + } + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( normalMatrix !== undefined ) { + + normal.applyMatrix3( normalMatrix ).normalize(); + + } + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + if ( uv === undefined ) { + + continue; + + } + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( uv[ j ].clone() ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + mergeMesh: function ( mesh ) { + + if ( ! ( mesh && mesh.isMesh ) ) { + + console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); + return; + + } + + mesh.matrixAutoUpdate && mesh.updateMatrix(); + + this.merge( mesh.geometry, mesh.matrix ); + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function () { + + var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i, il, face; + var indices, j, jl; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + } + + + // if faces are completely degenerate after merging vertices, we + // have to remove them from the geometry. + var faceIndicesToRemove = []; + + for ( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + indices = [ face.a, face.b, face.c ]; + + // if any duplicate vertices are found in a Face3 + // we have to remove the face as nothing can be saved + for ( var n = 0; n < 3; n ++ ) { + + if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { + + faceIndicesToRemove.push( i ); + break; + + } + + } + + } + + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + + var idx = faceIndicesToRemove[ i ]; + + this.faces.splice( idx, 1 ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + this.faceVertexUvs[ j ].splice( idx, 1 ); + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + setFromPoints: function ( points ) { + + this.vertices = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return this; + + }, + + sortFacesByMaterialIndex: function () { + + var faces = this.faces; + var length = faces.length; + + // tag faces + + for ( var i = 0; i < length; i ++ ) { + + faces[ i ]._id = i; + + } + + // sort faces + + function materialIndexSort( a, b ) { + + return a.materialIndex - b.materialIndex; + + } + + faces.sort( materialIndexSort ); + + // sort uvs + + var uvs1 = this.faceVertexUvs[ 0 ]; + var uvs2 = this.faceVertexUvs[ 1 ]; + + var newUvs1, newUvs2; + + if ( uvs1 && uvs1.length === length ) newUvs1 = []; + if ( uvs2 && uvs2.length === length ) newUvs2 = []; + + for ( var i = 0; i < length; i ++ ) { + + var id = faces[ i ]._id; + + if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); + if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + + } + + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'Geometry', + generator: 'Geometry.toJSON' + } + }; + + // standard Geometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + var vertices = []; + + for ( var i = 0; i < this.vertices.length; i ++ ) { + + var vertex = this.vertices[ i ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + var faces = []; + var normals = []; + var normalsHash = {}; + var colors = []; + var colorsHash = {}; + var uvs = []; + var uvsHash = {}; + + for ( var i = 0; i < this.faces.length; i ++ ) { + + var face = this.faces[ i ]; + + var hasMaterial = true; + var hasFaceUv = false; // deprecated + var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceNormal = face.normal.length() > 0; + var hasFaceVertexNormal = face.vertexNormals.length > 0; + var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; + var hasFaceVertexColor = face.vertexColors.length > 0; + + var faceType = 0; + + faceType = setBit( faceType, 0, 0 ); // isQuad + faceType = setBit( faceType, 1, hasMaterial ); + faceType = setBit( faceType, 2, hasFaceUv ); + faceType = setBit( faceType, 3, hasFaceVertexUv ); + faceType = setBit( faceType, 4, hasFaceNormal ); + faceType = setBit( faceType, 5, hasFaceVertexNormal ); + faceType = setBit( faceType, 6, hasFaceColor ); + faceType = setBit( faceType, 7, hasFaceVertexColor ); + + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + faces.push( face.materialIndex ); + + if ( hasFaceVertexUv ) { + + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); + + } + + if ( hasFaceNormal ) { + + faces.push( getNormalIndex( face.normal ) ); + + } + + if ( hasFaceVertexNormal ) { + + var vertexNormals = face.vertexNormals; + + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); + + } + + if ( hasFaceColor ) { + + faces.push( getColorIndex( face.color ) ); + + } + + if ( hasFaceVertexColor ) { + + var vertexColors = face.vertexColors; + + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); + + } + + } + + function setBit( value, position, enabled ) { + + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + + } + + function getNormalIndex( normal ) { + + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + + if ( normalsHash[ hash ] !== undefined ) { + + return normalsHash[ hash ]; + + } + + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); + + return normalsHash[ hash ]; + + } + + function getColorIndex( color ) { + + var hash = color.r.toString() + color.g.toString() + color.b.toString(); + + if ( colorsHash[ hash ] !== undefined ) { + + return colorsHash[ hash ]; + + } + + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); + + return colorsHash[ hash ]; + + } + + function getUvIndex( uv ) { + + var hash = uv.x.toString() + uv.y.toString(); + + if ( uvsHash[ hash ] !== undefined ) { + + return uvsHash[ hash ]; + + } + + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); + + return uvsHash[ hash ]; + + } + + data.data = {}; + + data.data.vertices = vertices; + data.data.normals = normals; + if ( colors.length > 0 ) data.data.colors = colors; + if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility + data.data.faces = faces; + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new Geometry().copy( this ); + + }, + + copy: function ( source ) { + + var i, il, j, jl, k, kl; + + // reset + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + this.morphTargets = []; + this.morphNormals = []; + this.skinWeights = []; + this.skinIndices = []; + this.lineDistances = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // vertices + + var vertices = source.vertices; + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + this.vertices.push( vertices[ i ].clone() ); + + } + + // colors + + var colors = source.colors; + + for ( i = 0, il = colors.length; i < il; i ++ ) { + + this.colors.push( colors[ i ].clone() ); + + } + + // faces + + var faces = source.faces; + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + this.faces.push( faces[ i ].clone() ); + + } + + // face vertex uvs + + for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs = source.faceVertexUvs[ i ]; + + if ( this.faceVertexUvs[ i ] === undefined ) { + + this.faceVertexUvs[ i ] = []; + + } + + for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + + var uvs = faceVertexUvs[ j ], uvsCopy = []; + + for ( k = 0, kl = uvs.length; k < kl; k ++ ) { + + var uv = uvs[ k ]; + + uvsCopy.push( uv.clone() ); + + } + + this.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + // morph targets + + var morphTargets = source.morphTargets; + + for ( i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = {}; + morphTarget.name = morphTargets[ i ].name; + + // vertices + + if ( morphTargets[ i ].vertices !== undefined ) { + + morphTarget.vertices = []; + + for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { + + morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); + + } + + } + + // normals + + if ( morphTargets[ i ].normals !== undefined ) { + + morphTarget.normals = []; + + for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { + + morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); + + } + + } + + this.morphTargets.push( morphTarget ); + + } + + // morph normals + + var morphNormals = source.morphNormals; + + for ( i = 0, il = morphNormals.length; i < il; i ++ ) { + + var morphNormal = {}; + + // vertex normals + + if ( morphNormals[ i ].vertexNormals !== undefined ) { + + morphNormal.vertexNormals = []; + + for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { + + var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; + var destVertexNormal = {}; + + destVertexNormal.a = srcVertexNormal.a.clone(); + destVertexNormal.b = srcVertexNormal.b.clone(); + destVertexNormal.c = srcVertexNormal.c.clone(); + + morphNormal.vertexNormals.push( destVertexNormal ); + + } + + } + + // face normals + + if ( morphNormals[ i ].faceNormals !== undefined ) { + + morphNormal.faceNormals = []; + + for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { + + morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); + + } + + } + + this.morphNormals.push( morphNormal ); + + } + + // skin weights + + var skinWeights = source.skinWeights; + + for ( i = 0, il = skinWeights.length; i < il; i ++ ) { + + this.skinWeights.push( skinWeights[ i ].clone() ); + + } + + // skin indices + + var skinIndices = source.skinIndices; + + for ( i = 0, il = skinIndices.length; i < il; i ++ ) { + + this.skinIndices.push( skinIndices[ i ].clone() ); + + } + + // line distances + + var lineDistances = source.lineDistances; + + for ( i = 0, il = lineDistances.length; i < il; i ++ ) { + + this.lineDistances.push( lineDistances[ i ] ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // update flags + + this.elementsNeedUpdate = source.elementsNeedUpdate; + this.verticesNeedUpdate = source.verticesNeedUpdate; + this.uvsNeedUpdate = source.uvsNeedUpdate; + this.normalsNeedUpdate = source.normalsNeedUpdate; + this.colorsNeedUpdate = source.colorsNeedUpdate; + this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; + this.groupsNeedUpdate = source.groupsNeedUpdate; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function BufferAttribute( array, itemSize, normalized ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.uuid = _Math.generateUUID(); + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.onUploadCallback = function () {}; + + this.version = 0; + +} + +Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +Object.assign( BufferAttribute.prototype, { + + isBufferAttribute: true, + + setArray: function ( array ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.count = array !== undefined ? array.length / this.itemSize : 0; + this.array = array; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + copyArray: function ( array ) { + + this.array.set( array ); + + return this; + + }, + + copyColorsArray: function ( colors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = colors.length; i < l; i ++ ) { + + var 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; + + }, + + copyIndicesArray: function ( indices ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + var index = indices[ i ]; + + array[ offset ++ ] = index.a; + array[ offset ++ ] = index.b; + array[ offset ++ ] = index.c; + + } + + return this; + + }, + + copyVector2sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var 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: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var 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: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var 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; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + getX: function ( index ) { + + return this.array[ index * this.itemSize ]; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + getY: function ( index ) { + + return this.array[ index * this.itemSize + 1 ]; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + getZ: function ( index ) { + + return this.array[ index * this.itemSize + 2 ]; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + getW: function ( index ) { + + return this.array[ index * this.itemSize + 3 ]; + + }, + + setW: function ( index, w ) { + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( 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: function ( 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: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + }, + + clone: function () { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + +} ); + +// + +function Int8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); + +} + +Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; + + +function Uint8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); + +} + +Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + + +function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); + +} + +Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; + + +function Int16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + +} + +Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; + + +function Uint16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + +} + +Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + + +function Int32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); + +} + +Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + + +function Uint32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + +} + +Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + + +function Float32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); + +} + +Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + + +function Float64BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + +} + +Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function DirectGeometry() { + + this.indices = []; + this.vertices = []; + this.normals = []; + this.colors = []; + this.uvs = []; + this.uvs2 = []; + + this.groups = []; + + this.morphTargets = {}; + + this.skinWeights = []; + this.skinIndices = []; + + // this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.verticesNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.groupsNeedUpdate = false; + +} + +Object.assign( DirectGeometry.prototype, { + + computeGroups: function ( geometry ) { + + var group; + var groups = []; + var materialIndex = undefined; + + var faces = geometry.faces; + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + // materials + + if ( face.materialIndex !== materialIndex ) { + + materialIndex = face.materialIndex; + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + group = { + start: i * 3, + materialIndex: materialIndex + }; + + } + + } + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + this.groups = groups; + + }, + + fromGeometry: function ( geometry ) { + + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; + + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + + // morphs + + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; + + var morphTargetsPosition; + + if ( morphTargetsLength > 0 ) { + + morphTargetsPosition = []; + + for ( var i = 0; i < morphTargetsLength; i ++ ) { + + morphTargetsPosition[ i ] = []; + + } + + this.morphTargets.position = morphTargetsPosition; + + } + + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; + + var morphTargetsNormal; + + if ( morphNormalsLength > 0 ) { + + morphTargetsNormal = []; + + for ( var i = 0; i < morphNormalsLength; i ++ ) { + + morphTargetsNormal[ i ] = []; + + } + + this.morphTargets.normal = morphTargetsNormal; + + } + + // skins + + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; + + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; + + // + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + + } else { + + var normal = face.normal; + + this.normals.push( normal, normal, normal ); + + } + + var vertexColors = face.vertexColors; + + if ( vertexColors.length === 3 ) { + + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + + } else { + + var color = face.color; + + this.colors.push( color, color, color ); + + } + + if ( hasFaceVertexUv === true ) { + + var vertexUvs = faceVertexUvs[ 0 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + if ( hasFaceVertexUv2 === true ) { + + var vertexUvs = faceVertexUvs[ 1 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + + this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + // morphs + + for ( var j = 0; j < morphTargetsLength; j ++ ) { + + var morphTarget = morphTargets[ j ].vertices; + + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + + } + + for ( var j = 0; j < morphNormalsLength; j ++ ) { + + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + + } + + // skins + + if ( hasSkinIndices ) { + + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + + } + + if ( hasSkinWeights ) { + + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + + } + + } + + this.computeGroups( geometry ); + + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function arrayMax( array ) { + + if ( array.length === 0 ) return - Infinity; + + var max = array[ 0 ]; + + for ( var i = 1, l = array.length; i < l; ++ i ) { + + if ( array[ i ] > max ) max = array[ i ]; + + } + + return max; + +} + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id + +function BufferGeometry() { + + Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + +} + +BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: BufferGeometry, + + isBufferGeometry: true, + + getIndex: function () { + + return this.index; + + }, + + setIndex: function ( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + }, + + addAttribute: function ( name, attribute ) { + + if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + + return; + + } + + if ( name === 'index' ) { + + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); + + return; + + } + + this.attributes[ name ] = attribute; + + return this; + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + removeAttribute: function ( name ) { + + delete this.attributes[ name ]; + + return this; + + }, + + addGroup: function ( start, count, materialIndex ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 + + } ); + + }, + + clearGroups: function () { + + this.groups = []; + + }, + + setDrawRange: function ( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + }, + + applyMatrix: function ( matrix ) { + + var position = this.attributes.position; + + if ( position !== undefined ) { + + matrix.applyToBufferAttribute( position ); + position.needsUpdate = true; + + } + + var normal = this.attributes.normal; + + if ( normal !== undefined ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normalMatrix.applyToBufferAttribute( normal ); + normal.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.getCenter().negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + setFromObject: function ( object ) { + + // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + + var geometry = object.geometry; + + if ( object.isPoints || object.isLine ) { + + var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); + var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); + + this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + + var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); + + this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + } else if ( object.isMesh ) { + + if ( geometry && geometry.isGeometry ) { + + this.fromGeometry( geometry ); + + } + + } + + return this; + + }, + + setFromPoints: function ( points ) { + + var position = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + return this; + + }, + + updateFromObject: function ( object ) { + + var geometry = object.geometry; + + if ( object.isMesh ) { + + var direct = geometry.__directGeometry; + + if ( geometry.elementsNeedUpdate === true ) { + + direct = undefined; + geometry.elementsNeedUpdate = false; + + } + + if ( direct === undefined ) { + + return this.fromGeometry( geometry ); + + } + + direct.verticesNeedUpdate = geometry.verticesNeedUpdate; + direct.normalsNeedUpdate = geometry.normalsNeedUpdate; + direct.colorsNeedUpdate = geometry.colorsNeedUpdate; + direct.uvsNeedUpdate = geometry.uvsNeedUpdate; + direct.groupsNeedUpdate = geometry.groupsNeedUpdate; + + geometry.verticesNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.groupsNeedUpdate = false; + + geometry = direct; + + } + + var attribute; + + if ( geometry.verticesNeedUpdate === true ) { + + attribute = this.attributes.position; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; + + } + + geometry.verticesNeedUpdate = false; + + } + + if ( geometry.normalsNeedUpdate === true ) { + + attribute = this.attributes.normal; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; + + } + + geometry.normalsNeedUpdate = false; + + } + + if ( geometry.colorsNeedUpdate === true ) { + + attribute = this.attributes.color; + + if ( attribute !== undefined ) { + + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; + + } + + geometry.colorsNeedUpdate = false; + + } + + if ( geometry.uvsNeedUpdate ) { + + attribute = this.attributes.uv; + + if ( attribute !== undefined ) { + + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; + + } + + geometry.uvsNeedUpdate = false; + + } + + if ( geometry.lineDistancesNeedUpdate ) { + + attribute = this.attributes.lineDistance; + + if ( attribute !== undefined ) { + + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; + + } + + geometry.lineDistancesNeedUpdate = false; + + } + + if ( geometry.groupsNeedUpdate ) { + + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; + + geometry.groupsNeedUpdate = false; + + } + + return this; + + }, + + fromGeometry: function ( geometry ) { + + geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); + + return this.fromDirectGeometry( geometry.__directGeometry ); + + }, + + fromDirectGeometry: function ( geometry ) { + + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + + if ( geometry.normals.length > 0 ) { + + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + + } + + if ( geometry.colors.length > 0 ) { + + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + + } + + if ( geometry.uvs2.length > 0 ) { + + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + + } + + if ( geometry.indices.length > 0 ) { + + var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array; + var indices = new TypeArray( geometry.indices.length * 3 ); + this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); + + } + + // groups + + this.groups = geometry.groups; + + // morphs + + for ( var name in geometry.morphTargets ) { + + var array = []; + var morphTargets = geometry.morphTargets[ name ]; + + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + + var morphTarget = morphTargets[ i ]; + + var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 ); + + array.push( attribute.copyVector3sArray( morphTarget ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + // skinning + + if ( geometry.skinIndices.length > 0 ) { + + var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + + } + + if ( geometry.skinWeights.length > 0 ) { + + var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); + this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + + } + + // + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + return this; + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + var position = this.attributes.position; + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + } 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: function () { + + var box = new Box3(); + var vector = new Vector3(); + + return function computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + var position = this.attributes.position; + + if ( position ) { + + var center = this.boundingSphere.center; + + box.setFromBufferAttribute( position ); + box.getCenter( center ); + + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = position.count; i < il; i ++ ) { + + vector.x = position.getX( i ); + vector.y = position.getY( i ); + vector.z = position.getZ( i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + 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: function () { + + // backwards compatibility + + }, + + computeVertexNormals: function () { + + var index = this.index; + var attributes = this.attributes; + var groups = this.groups; + + if ( attributes.position ) { + + var positions = attributes.position.array; + + if ( attributes.normal === undefined ) { + + this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + + } else { + + // reset existing normals to zero + + var array = attributes.normal.array; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + array[ i ] = 0; + + } + + } + + var normals = attributes.normal.array; + + var vA, vB, vC; + var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + var cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + var indices = index.array; + + if ( groups.length === 0 ) { + + this.addGroup( 0, indices.length ); + + } + + for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + + var group = groups[ j ]; + + var start = group.start; + var count = group.count; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + vA = indices[ i + 0 ] * 3; + vB = indices[ i + 1 ] * 3; + vC = indices[ i + 2 ] * 3; + + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ vA ] += cb.x; + normals[ vA + 1 ] += cb.y; + normals[ vA + 2 ] += cb.z; + + normals[ vB ] += cb.x; + normals[ vB + 1 ] += cb.y; + normals[ vB + 2 ] += cb.z; + + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; + + } + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( var i = 0, il = positions.length; i < il; i += 9 ) { + + pA.fromArray( positions, i ); + pB.fromArray( positions, i + 3 ); + pC.fromArray( positions, i + 6 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ i ] = cb.x; + normals[ i + 1 ] = cb.y; + normals[ i + 2 ] = cb.z; + + normals[ i + 3 ] = cb.x; + normals[ i + 4 ] = cb.y; + normals[ i + 5 ] = cb.z; + + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; + + } + + } + + this.normalizeNormals(); + + attributes.normal.needsUpdate = true; + + } + + }, + + merge: function ( 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; + + var attributes = this.attributes; + + for ( var key in attributes ) { + + if ( geometry.attributes[ key ] === undefined ) continue; + + var attribute1 = attributes[ key ]; + var attributeArray1 = attribute1.array; + + var attribute2 = geometry.attributes[ key ]; + var attributeArray2 = attribute2.array; + + var attributeSize = attribute2.itemSize; + + for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + + attributeArray1[ j ] = attributeArray2[ i ]; + + } + + } + + return this; + + }, + + normalizeNormals: function () { + + var vector = new Vector3(); + + return function normalizeNormals() { + + var normals = this.attributes.normal; + + for ( var i = 0, il = normals.count; i < il; i ++ ) { + + vector.x = normals.getX( i ); + vector.y = normals.getY( i ); + vector.z = normals.getZ( i ); + + vector.normalize(); + + normals.setXYZ( i, vector.x, vector.y, vector.z ); + + } + + }; + + }(), + + toNonIndexed: function () { + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; + + } + + var geometry2 = new BufferGeometry(); + + var indices = this.index.array; + var attributes = this.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + + var array = attribute.array; + var itemSize = attribute.itemSize; + + var array2 = new array.constructor( indices.length * itemSize ); + + var index = 0, index2 = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + index = indices[ i ] * itemSize; + + for ( var j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); + + } + + return geometry2; + + }, + + toJSON: function () { + + var 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 ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + data.data = { attributes: {} }; + + var index = this.index; + + if ( index !== null ) { + + var array = Array.prototype.slice.call( index.array ); + + data.data.index = { + type: index.array.constructor.name, + array: array + }; + + } + + var attributes = this.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var array = Array.prototype.slice.call( attribute.array ); + + data.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array, + normalized: attribute.normalized + }; + + } + + var groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + var boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var 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: function ( source ) { + + var name, i, l; + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // index + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + // attributes + + var attributes = source.attributes; + + for ( name in attributes ) { + + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); + + } + + // morph attributes + + var morphAttributes = source.morphAttributes; + + for ( name in morphAttributes ) { + + var array = []; + var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone() ); + + } + + this.morphAttributes[ name ] = array; + + } + + // groups + + var groups = source.groups; + + for ( i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// BoxGeometry + +function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + Geometry.call( this ); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + +} + +BoxGeometry.prototype = Object.create( Geometry.prototype ); +BoxGeometry.prototype.constructor = BoxGeometry; + +// BoxBufferGeometry + +function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + BufferGeometry.call( this ); + + this.type = 'BoxBufferGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + var scope = this; + + width = width || 1; + height = height || 1; + depth = depth || 1; + + // segments + + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var numberOfVertices = 0; + var groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; + + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var vertexCounter = 0; + var groupCount = 0; + + var ix, iy; + + var vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segmentHeight - heightHalf; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var 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 ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // 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; + + } + +} + +BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// PlaneGeometry + +function PlaneGeometry( width, height, widthSegments, heightSegments ) { + + Geometry.call( this ); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + this.mergeVertices(); + +} + +PlaneGeometry.prototype = Object.create( Geometry.prototype ); +PlaneGeometry.prototype.constructor = PlaneGeometry; + +// PlaneBufferGeometry + +function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + + BufferGeometry.call( this ); + + this.type = 'PlaneBufferGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + width = width || 1; + height = height || 1; + + var width_half = width / 2; + var height_half = height / 2; + + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var segment_width = width / gridX; + var segment_height = height / gridY; + + var ix, iy; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segment_height - height_half; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var 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 ) ); + + } + + } + + // indices + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ + +function MeshBasicMaterial( parameters ) { + + Material.call( this ); + + 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.skinning = false; + this.morphTargets = false; + + this.lights = false; + + this.setValues( parameters ); + +} + +MeshBasicMaterial.prototype = Object.create( Material.prototype ); +MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + +MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + +MeshBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, 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.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function ShaderMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + + this.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.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // 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; + + if ( parameters !== undefined ) { + + if ( parameters.attributes !== undefined ) { + + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + + } + + this.setValues( parameters ); + + } + +} + +ShaderMaterial.prototype = Object.create( Material.prototype ); +ShaderMaterial.prototype.constructor = ShaderMaterial; + +ShaderMaterial.prototype.isShaderMaterial = true; + +ShaderMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = UniformsUtils.clone( source.uniforms ); + + this.defines = source.defines; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.lights = source.lights; + this.clipping = source.clipping; + + this.skinning = source.skinning; + + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.extensions = source.extensions; + + return this; + +}; + +ShaderMaterial.prototype.toJSON = function ( meta ) { + + var data = Material.prototype.toJSON.call( this, meta ); + + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + return data; + +}; + +/** + * @author bhouston / http://clara.io + */ + +function Ray( origin, direction ) { + + this.origin = ( origin !== undefined ) ? origin : new Vector3(); + this.direction = ( direction !== undefined ) ? direction : new Vector3(); + +} + +Object.assign( Ray.prototype, { + + set: function ( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + + }, + + lookAt: function ( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + }, + + recast: function () { + + var v1 = new Vector3(); + + return function recast( t ) { + + this.origin.copy( this.at( t, v1 ) ); + + return this; + + }; + + }(), + + closestPointToPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + result.subVectors( point, this.origin ); + var directionDistance = result.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return result.copy( this.origin ); + + } + + return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + }, + + distanceToPoint: function ( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + }, + + distanceSqToPoint: function () { + + var v1 = new Vector3(); + + return function distanceSqToPoint( point ) { + + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceToSquared( point ); + + }; + + }(), + + distanceSqToSegment: function () { + + var segCenter = new Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); + + return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + segDir.copy( v1 ).sub( v0 ).normalize(); + diff.copy( this.origin ).sub( segCenter ); + + var segExtent = v0.distanceTo( v1 ) * 0.5; + var a01 = - this.direction.dot( segDir ); + var b0 = diff.dot( this.direction ); + var b1 = - diff.dot( segDir ); + var c = diff.lengthSq(); + var det = Math.abs( 1 - a01 * a01 ); + var s0, s1, sqrDist, extDet; + + 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. + + var 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: function () { + + var v1 = new Vector3(); + + return function intersectSphere( sphere, optionalTarget ) { + + v1.subVectors( sphere.center, this.origin ); + var tca = v1.dot( this.direction ); + var d2 = v1.dot( v1 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + var thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + var t1 = tca + thc; + + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, optionalTarget ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, optionalTarget ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) <= sphere.radius; + + }, + + distanceToPlane: function ( plane ) { + + var 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; + + } + + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + }, + + intersectPlane: function ( plane, optionalTarget ) { + + var t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, optionalTarget ); + + }, + + intersectsPlane: function ( plane ) { + + // check if the ray lies on the plane first + + var distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + var 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: function ( box, optionalTarget ) { + + var tmin, tmax, tymin, tymax, tzmin, tzmax; + + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + var 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, optionalTarget ); + + }, + + intersectsBox: ( function () { + + var v = new Vector3(); + + return function intersectsBox( box ) { + + return this.intersectBox( box, v ) !== null; + + }; + + } )(), + + intersectTriangle: function () { + + // Compute the offset origin, edges, and normal. + var diff = new Vector3(); + var edge1 = new Vector3(); + var edge2 = new Vector3(); + var normal = new Vector3(); + + return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + edge1.subVectors( b, a ); + edge2.subVectors( c, a ); + normal.crossVectors( edge1, edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + var DdN = this.direction.dot( normal ); + var sign; + + 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 ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + var 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. + var QdN = - sign * diff.dot( normal ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, optionalTarget ); + + }; + + }(), + + applyMatrix4: function ( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + }, + + equals: function ( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + */ + +function Line3( start, end ) { + + this.start = ( start !== undefined ) ? start : new Vector3(); + this.end = ( end !== undefined ) ? end : new Vector3(); + +} + +Object.assign( Line3.prototype, { + + set: function ( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + }, + + delta: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.subVectors( this.end, this.start ); + + }, + + distanceSq: function () { + + return this.start.distanceToSquared( this.end ); + + }, + + distance: function () { + + return this.start.distanceTo( this.end ); + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + closestPointToPointParameter: function () { + + var startP = new Vector3(); + var startEnd = new Vector3(); + + return function closestPointToPointParameter( point, clampToLine ) { + + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); + + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); + + var t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = _Math.clamp( t, 0, 1 ); + + } + + return t; + + }; + + }(), + + closestPointToPoint: function ( point, clampToLine, optionalTarget ) { + + var t = this.closestPointToPointParameter( point, clampToLine ); + + var result = optionalTarget || new Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + applyMatrix4: function ( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + }, + + equals: function ( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +function Triangle( a, b, c ) { + + this.a = ( a !== undefined ) ? a : new Vector3(); + this.b = ( b !== undefined ) ? b : new Vector3(); + this.c = ( c !== undefined ) ? c : new Vector3(); + +} + +Object.assign( Triangle, { + + normal: function () { + + var v0 = new Vector3(); + + return function normal( a, b, c, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + result.subVectors( c, b ); + v0.subVectors( a, b ); + result.cross( v0 ); + + var resultLengthSq = result.lengthSq(); + if ( resultLengthSq > 0 ) { + + return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); + + } + + return result.set( 0, 0, 0 ); + + }; + + }(), + + // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + barycoordFromPoint: function () { + + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function barycoordFromPoint( point, a, b, c, optionalTarget ) { + + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); + + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); + + var denom = ( dot00 * dot11 - dot01 * dot01 ); + + var result = optionalTarget || new Vector3(); + + // collinear or singular triangle + if ( denom === 0 ) { + + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return result.set( - 2, - 1, - 1 ); + + } + + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return result.set( 1 - u - v, v, u ); + + }; + + }(), + + containsPoint: function () { + + var v1 = new Vector3(); + + return function containsPoint( point, a, b, c ) { + + var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); + + return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); + + }; + + }() + +} ); + +Object.assign( Triangle.prototype, { + + set: function ( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + }, + + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + }, + + area: function () { + + var v0 = new Vector3(); + var v1 = new Vector3(); + + return function area() { + + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); + + return v0.cross( v1 ).length() * 0.5; + + }; + + }(), + + midpoint: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + }, + + normal: function ( optionalTarget ) { + + return Triangle.normal( this.a, this.b, this.c, optionalTarget ); + + }, + + plane: function ( optionalTarget ) { + + var result = optionalTarget || new Plane(); + + return result.setFromCoplanarPoints( this.a, this.b, this.c ); + + }, + + barycoordFromPoint: function ( point, optionalTarget ) { + + return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); + + }, + + containsPoint: function ( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + }, + + closestPointToPoint: function () { + + var plane = new Plane(); + var edgeList = [ new Line3(), new Line3(), new Line3() ]; + var projectedPoint = new Vector3(); + var closestPoint = new Vector3(); + + return function closestPointToPoint( point, optionalTarget ) { + + var result = optionalTarget || new Vector3(); + var minDistance = Infinity; + + // project the point onto the plane of the triangle + + plane.setFromCoplanarPoints( this.a, this.b, this.c ); + plane.projectPoint( point, projectedPoint ); + + // check if the projection lies within the triangle + + if ( this.containsPoint( projectedPoint ) === true ) { + + // if so, this is the closest point + + result.copy( projectedPoint ); + + } else { + + // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices + + edgeList[ 0 ].set( this.a, this.b ); + edgeList[ 1 ].set( this.b, this.c ); + edgeList[ 2 ].set( this.c, this.a ); + + for ( var i = 0; i < edgeList.length; i ++ ) { + + edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); + + var distance = projectedPoint.distanceToSquared( closestPoint ); + + if ( distance < minDistance ) { + + minDistance = distance; + + result.copy( closestPoint ); + + } + + } + + } + + return result; + + }; + + }(), + + equals: function ( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ + +function Mesh( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Mesh'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.drawMode = TrianglesDrawMode; + + this.updateMorphTargets(); + +} + +Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Mesh, + + isMesh: true, + + setDrawMode: function ( value ) { + + this.drawMode = value; + + }, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.drawMode = source.drawMode; + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + return this; + + }, + + updateMorphTargets: function () { + + var geometry = this.geometry; + var m, ml, name; + + if ( geometry.isBufferGeometry ) { + + var morphAttributes = geometry.morphAttributes; + var keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + var morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } else { + + var morphTargets = geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) { + + name = morphTargets[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + }, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); + + var tempA = new Vector3(); + var tempB = new Vector3(); + var tempC = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + var barycoord = new Vector3(); + + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); + + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + + Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); + + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); + + uv1.add( uv2 ).add( uv3 ); + + return uv1.clone(); + + } + + function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + + var 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 ); + + var 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, raycaster, ray, position, uv, a, b, c ) { + + vA.fromBufferAttribute( position, a ); + vB.fromBufferAttribute( position, b ); + vC.fromBufferAttribute( position, c ); + + var intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint ); + + if ( intersection ) { + + if ( uv ) { + + uvA.fromBufferAttribute( uv, a ); + uvB.fromBufferAttribute( uv, b ); + uvC.fromBufferAttribute( uv, c ); + + intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + + } + + intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) ); + intersection.faceIndex = a; + + } + + return intersection; + + } + + return function raycast( raycaster, intersects ) { + + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + // Check boundingBox before continuing + + if ( geometry.boundingBox !== null ) { + + if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + var intersection; + + if ( geometry.isBufferGeometry ) { + + var a, b, c; + var index = geometry.index; + var position = geometry.attributes.position; + var uv = geometry.attributes.uv; + var i, l; + + if ( index !== null ) { + + // indexed buffer geometry + + for ( i = 0, l = index.count; i < l; i += 3 ) { + + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics + intersects.push( intersection ); + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + for ( i = 0, l = position.count; i < l; i += 3 ) { + + a = i; + b = i + 1; + c = i + 2; + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.index = a; // triangle number in positions buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( geometry.isGeometry ) { + + var fvA, fvB, fvC; + var isMultiMaterial = Array.isArray( material ); + + var vertices = geometry.vertices; + var faces = geometry.faces; + var uvs; + + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + + var face = faces[ f ]; + var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + + if ( faceMaterial === undefined ) continue; + + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; + + if ( faceMaterial.morphTargets === true ) { + + var morphTargets = geometry.morphTargets; + var morphInfluences = this.morphTargetInfluences; + + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); + + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + + var influence = morphInfluences[ t ]; + + if ( influence === 0 ) continue; + + var targets = morphTargets[ t ].vertices; + + vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + + } + + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); + + fvA = vA; + fvB = vB; + fvC = vC; + + } + + intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + + if ( intersection ) { + + if ( uvs && uvs[ f ] ) { + + var uvs_f = uvs[ f ]; + uvA.copy( uvs_f[ 0 ] ); + uvB.copy( uvs_f[ 1 ] ); + uvC.copy( uvs_f[ 2 ] ); + + intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + + } + + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + + } + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) { + + var clearColor = new Color( 0x000000 ); + var clearAlpha = 0; + + var planeCamera, planeMesh; + var boxMesh; + + function render( renderList, scene, camera, forceClear ) { + + var background = scene.background; + + 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 ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxBufferGeometry( 1, 1, 1 ), + new ShaderMaterial( { + uniforms: ShaderLib.cube.uniforms, + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: true, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.removeAttribute( 'normal' ); + boxMesh.geometry.removeAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + geometries.update( boxMesh.geometry ); + + } + + boxMesh.material.uniforms.tCube.value = background; + + renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeCamera === undefined ) { + + planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + + planeMesh = new Mesh( + new PlaneBufferGeometry( 2, 2 ), + new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) + ); + + geometries.update( planeMesh.geometry ); + + } + + planeMesh.material.map = background; + + // TODO Push this to renderList + + renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, 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 ) { + + clearColor.set( color ); + clearAlpha = alpha !== undefined ? alpha : 1; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function painterSortStable( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.program && b.program && 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.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + +} + +function WebGLRenderList() { + + var renderItems = []; + var renderItemsIndex = 0; + + var opaque = []; + var transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transparent.length = 0; + + } + + function push( object, geometry, material, z, group ) { + + var renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: material.program, + 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 = material.program; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + ( material.transparent === true ? transparent : opaque ).push( renderItem ); + + renderItemsIndex ++; + + } + + function sort() { + + if ( opaque.length > 1 ) opaque.sort( painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); + + } + + return { + opaque: opaque, + transparent: transparent, + + init: init, + push: push, + + sort: sort + }; + +} + +function WebGLRenderLists() { + + var lists = {}; + + function get( scene, camera ) { + + var hash = scene.id + ',' + camera.id; + var list = lists[ hash ]; + + if ( list === undefined ) { + + // console.log( 'THREE.WebGLRenderLists:', hash ); + + list = new WebGLRenderList(); + lists[ hash ] = list; + + } + + return list; + + } + + function dispose() { + + lists = {}; + + } + + return { + get: get, + dispose: dispose + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + +} + +function WebGLMorphtargets( gl ) { + + var influencesList = {}; + var morphInfluences = new Float32Array( 8 ); + + function update( object, geometry, material, program ) { + + var objectInfluences = object.morphTargetInfluences; + + var length = objectInfluences.length; + + var influences = influencesList[ geometry.id ]; + + if ( influences === undefined ) { + + // initialise list + + influences = []; + + for ( var i = 0; i < length; i ++ ) { + + influences[ i ] = [ i, 0 ]; + + } + + influencesList[ geometry.id ] = influences; + + } + + var morphTargets = material.morphTargets && geometry.morphAttributes.position; + var morphNormals = material.morphNormals && geometry.morphAttributes.normal; + + // Remove current morphAttributes + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + if ( influence[ 1 ] !== 0 ) { + + if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); + if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); + + } + + } + + // Collect influences + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + // Add morphAttributes + + for ( var i = 0; i < 8; i ++ ) { + + var influence = influences[ i ]; + + if ( influence ) { + + var index = influence[ 0 ]; + var value = influence[ 1 ]; + + if ( value ) { + + if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); + if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + morphInfluences[ i ] = value; + continue; + + } + + } + + morphInfluences[ i ] = 0; + + } + + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + return { + + update: update + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + var type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + infoRender.calls ++; + infoRender.vertices += count; + + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + else if ( mode === gl.POINTS ) infoRender.points += count; + + } + + function renderInstances( geometry, start, count ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount ); + + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; + + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLBufferRenderer( gl, extensions, infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + infoRender.calls ++; + infoRender.vertices += count; + + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + else if ( mode === gl.POINTS ) infoRender.points += count; + + } + + function renderInstances( geometry, start, count ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + var position = geometry.attributes.position; + + if ( position.isInterleavedBufferAttribute ) { + + count = position.data.count; + + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + + } else { + + extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount ); + + } + + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; + + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLGeometries( gl, attributes, infoMemory ) { + + var geometries = {}; + var wireframeAttributes = {}; + + function onGeometryDispose( event ) { + + var geometry = event.target; + var buffergeometry = geometries[ geometry.id ]; + + if ( buffergeometry.index !== null ) { + + attributes.remove( buffergeometry.index ); + + } + + for ( var name in buffergeometry.attributes ) { + + attributes.remove( buffergeometry.attributes[ name ] ); + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + // TODO Remove duplicate code + + var attribute = wireframeAttributes[ geometry.id ]; + + if ( attribute ) { + + attributes.remove( attribute ); + delete wireframeAttributes[ geometry.id ]; + + } + + attribute = wireframeAttributes[ buffergeometry.id ]; + + if ( attribute ) { + + attributes.remove( attribute ); + delete wireframeAttributes[ buffergeometry.id ]; + + } + + // + + infoMemory.geometries --; + + } + + function get( object, geometry ) { + + var buffergeometry = geometries[ geometry.id ]; + + if ( buffergeometry ) return buffergeometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + if ( geometry.isBufferGeometry ) { + + buffergeometry = geometry; + + } else if ( geometry.isGeometry ) { + + if ( geometry._bufferGeometry === undefined ) { + + geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); + + } + + buffergeometry = geometry._bufferGeometry; + + } + + geometries[ geometry.id ] = buffergeometry; + + infoMemory.geometries ++; + + return buffergeometry; + + } + + function update( geometry ) { + + var index = geometry.index; + var geometryAttributes = geometry.attributes; + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + for ( var name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + var morphAttributes = geometry.morphAttributes; + + for ( var name in morphAttributes ) { + + var array = morphAttributes[ name ]; + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + } + + function getWireframeAttribute( geometry ) { + + var attribute = wireframeAttributes[ geometry.id ]; + + if ( attribute ) return attribute; + + var indices = []; + + var geometryIndex = geometry.index; + var geometryAttributes = geometry.attributes; + + // console.time( 'wireframe' ); + + if ( geometryIndex !== null ) { + + var array = geometryIndex.array; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + var array = geometryAttributes.position.array; + + for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + var a = i + 0; + var b = i + 1; + var c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + // console.timeEnd( 'wireframe' ); + + attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + + attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); + + wireframeAttributes[ geometry.id ] = attribute; + + return attribute; + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function UniformsCache() { + + var lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + var uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color(), + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + 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() + // TODO (abelnation): set RectAreaLight shadow uniforms + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +function WebGLLights() { + + var cache = new UniformsCache(); + + var state = { + + hash: '', + + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] + + }; + + var vector3 = new Vector3(); + var matrix4 = new Matrix4(); + var matrix42 = new Matrix4(); + + function setup( lights, shadows, camera ) { + + var r = 0, g = 0, b = 0; + + var directionalLength = 0; + var pointLength = 0; + var spotLength = 0; + var rectAreaLength = 0; + var hemiLength = 0; + + var viewMatrix = camera.matrixWorldInverse; + + for ( var i = 0, l = lights.length; i < l; i ++ ) { + + var light = lights[ i ]; + + var color = light.color; + var intensity = light.intensity; + var distance = light.distance; + + var 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.isDirectionalLight ) { + + var uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.spotShadowMap[ spotLength ] = shadowMap; + state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + state.spot[ spotLength ] = uniforms; + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + var uniforms = cache.get( light ); + + // (a) intensity controls irradiance of entire light + uniforms.color + .copy( color ) + .multiplyScalar( intensity / ( light.width * light.height ) ); + + // (b) intensity controls the radiance per light area + // uniforms.color.copy( color ).multiplyScalar( intensity ); + + 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 ); + + // TODO (abelnation): RectAreaLight distance? + // uniforms.distance = distance; + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + uniforms.shadowCameraNear = shadow.camera.near; + uniforms.shadowCameraFar = shadow.camera.far; + + } + + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + var uniforms = cache.get( light ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + // TODO (sam-g-steel) why aren't we using join + state.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length; + + } + + return { + setup: setup, + state: state + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLObjects( geometries, infoRender ) { + + var updateList = {}; + + function update( object ) { + + var frame = infoRender.frame; + + var geometry = object.geometry; + var buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateList[ buffergeometry.id ] !== frame ) { + + if ( geometry.isGeometry ) { + + buffergeometry.updateFromObject( object ); + + } + + geometries.update( buffergeometry ); + + updateList[ buffergeometry.id ] = frame; + + } + + return buffergeometry; + + } + + function clear() { + + updateList = {}; + + } + + return { + + update: update, + clear: clear + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function addLineNumbers( string ) { + + var lines = string.split( '\n' ); + + for ( var i = 0; i < lines.length; i ++ ) { + + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + + } + + return lines.join( '\n' ); + +} + +function WebGLShader( gl, type, string ) { + + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + + console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + + } + + if ( gl.getShaderInfoLog( shader ) !== '' ) { + + console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + + } + + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + return shader; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var programIdCount = 0; + +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 ) )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); + + } + +} + +function getTexelDecodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; + +} + +function getTexelEncodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; + +} + +function getToneMappingFunction( functionName, toneMapping ) { + + var toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case Uncharted2ToneMapping: + toneMappingName = 'Uncharted2'; + break; + + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; + + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +function generateExtensions( extensions, parameters, rendererExtensions ) { + + extensions = extensions || {}; + + var chunks = [ + ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', + ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + var chunks = []; + + for ( var name in defines ) { + + var value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + var attributes = {}; + + var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( var i = 0; i < n; i ++ ) { + + var info = gl.getActiveAttrib( program, i ); + var 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 ); + +} + +function parseIncludes( string ) { + + var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm; + + function replace( match, include ) { + + var replace = ShaderChunk[ include ]; + + if ( replace === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return parseIncludes( replace ); + + } + + return string.replace( pattern, replace ); + +} + +function unrollLoops( string ) { + + var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + + function replace( match, start, end, snippet ) { + + var unroll = ''; + + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + + unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + + } + + return unroll; + + } + + return string.replace( pattern, replace ); + +} + +function WebGLProgram( renderer, extensions, code, material, shader, parameters ) { + + var gl = renderer.context; + + var defines = material.defines; + + var vertexShader = shader.vertexShader; + var fragmentShader = shader.fragmentShader; + + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } + + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + + if ( parameters.envMap ) { + + switch ( material.envMap.mapping ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + case EquirectangularReflectionMapping: + case EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; + + case SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; + + } + + switch ( material.envMap.mapping ) { + + case CubeRefractionMapping: + case EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + switch ( material.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + // console.log( 'building new program ' ); + + // + + var customExtensions = generateExtensions( material.extensions, parameters, extensions ); + + var customDefines = generateDefines( defines ); + + // + + var program = gl.createProgram(); + + var prefixVertex, prefixFragment; + + if ( material.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 = [ + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + shader.name, + + customDefines, + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#define MAX_BONES ' + parameters.maxBones, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.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' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef 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, + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + shader.name, + + customDefines, + + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + '#define UNION_CLIPPING_PLANES ' + ( parameters.numClippingPlanes - parameters.numClipIntersection ), + + 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 && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + + ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '', + + parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = parseIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + + fragmentShader = parseIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + + if ( ! material.isShaderMaterial ) { + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + } + + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( material.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, material.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + var programLog = gl.getProgramInfoLog( program ); + var vertexLog = gl.getShaderInfoLog( glVertexShader ); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); + + var runnable = true; + var haveDiagnostics = true; + + // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); + // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + material: material, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + // clean up + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + var cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = new WebGLUniforms( gl, program, renderer ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + var cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function () { + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // DEPRECATED + + Object.defineProperties( this, { + + uniforms: { + get: function () { + + console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); + return this.getUniforms(); + + } + }, + + attributes: { + get: function () { + + console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); + return this.getAttributes(); + + } + } + + } ); + + + // + + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLPrograms( renderer, extensions, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'phong', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow' + }; + + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", "gradientMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" + ]; + + + function allocateBones( object ) { + + var skeleton = object.skeleton; + var bones = skeleton.bones; + + if ( capabilities.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) + + var nVertexUniforms = capabilities.maxVertexUniforms; + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + + var 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, gammaOverrideLinear ) { + + var encoding; + + if ( ! map ) { + + encoding = LinearEncoding; + + } else if ( map.isTexture ) { + + encoding = map.encoding; + + } else if ( map.isWebGLRenderTarget ) { + + console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); + encoding = map.texture.encoding; + + } + + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === LinearEncoding && gammaOverrideLinear ) { + + encoding = GammaEncoding; + + } + + return encoding; + + } + + this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) { + + var shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; + var precision = capabilities.precision; + + 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.' ); + + } + + } + + var currentRenderTarget = renderer.getRenderTarget(); + + var parameters = { + + shaderID: shaderID, + + precision: precision, + supportsVertexTextures: capabilities.vertexTextures, + outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), + envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + gradientMap: !! material.gradientMap, + + combine: material.combine, + + vertexColors: material.vertexColors, + + fog: !! fog, + useFog: material.fog, + fogExp: ( fog && fog.isFogExp2 ), + + flatShading: material.flatShading, + + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, + + skinning: material.skinning && maxBones > 0, + maxBones: maxBones, + useVertexTexture: capabilities.floatVertexTextures, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: renderer.maxMorphTargets, + maxMorphNormals: renderer.maxMorphNormals, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numClippingPlanes: nClipPlanes, + numClipIntersection: nClipIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + + }; + + return parameters; + + }; + + this.getProgramCode = function ( material, parameters ) { + + var array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( material.fragmentShader ); + array.push( material.vertexShader ); + + } + + if ( material.defines !== undefined ) { + + for ( var name in material.defines ) { + + array.push( name ); + array.push( material.defines[ name ] ); + + } + + } + + for ( var i = 0; i < parameterNames.length; i ++ ) { + + array.push( parameters[ parameterNames[ i ] ] ); + + } + + array.push( material.onBeforeCompile.toString() ); + + array.push( renderer.gammaOutput ); + + return array.join(); + + }; + + this.acquireProgram = function ( material, shader, parameters, code ) { + + var program; + + // Check if code has been already compiled + for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + + var programInfo = programs[ p ]; + + if ( programInfo.code === code ) { + + program = programInfo; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, extensions, code, material, shader, parameters ); + programs.push( program ); + + } + + return program; + + }; + + this.releaseProgram = function ( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + }; + + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, infoMemory ) { + + var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof window.WebGL2RenderingContext ); + var _videoTextures = {}; + + // + + function clampToMaxSize( image, maxSize ) { + + if ( image.width > maxSize || image.height > maxSize ) { + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var scale = maxSize / Math.max( image.width, image.height ); + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = Math.floor( image.width * scale ); + canvas.height = Math.floor( image.height * scale ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + + return canvas; + + } + + return image; + + } + + function isPowerOfTwo( image ) { + + return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height ); + + } + + function makePowerOfTwo( image ) { + + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) { + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = _Math.floorPowerOfTwo( image.width ); + canvas.height = _Math.floorPowerOfTwo( image.height ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + + return canvas; + + } + + return image; + + } + + function textureNeedsPowerOfTwo( texture ) { + + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + + } + + function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) { + + return texture.generateMipmaps && isPowerOfTwo && + texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // + + function onTextureDispose( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + delete _videoTextures[ texture.id ]; + + } + + infoMemory.textures --; + + } + + function onRenderTargetDispose( event ) { + + var renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + infoMemory.textures --; + + } + + // + + function deallocateTexture( texture ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image && textureProperties.__image__webglTextureCube ) { + + // cube texture + + _gl.deleteTexture( textureProperties.__image__webglTextureCube ); + + } else { + + // 2D texture + + if ( textureProperties.__webglInit === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + // remove all webgl properties + properties.remove( texture ); + + } + + function deallocateRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + if ( ! renderTarget ) return; + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( renderTarget.isWebGLRenderTargetCube ) { + + for ( var 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 ); + + } + + properties.remove( renderTarget.texture ); + properties.remove( renderTarget ); + + } + + // + + + + function setTexture2D( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + var image = texture.image; + + if ( image === undefined ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + } + + function setTextureCube( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image.length === 6 ) { + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + if ( ! textureProperties.__image__webglTextureCube ) { + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__image__webglTextureCube = _gl.createTexture(); + + infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + + var isCompressed = ( texture && texture.isCompressedTexture ); + var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed ) { + + if ( isDataTexture ) { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + + } + + } else { + + var mipmap, mipmaps = cubeImage[ i ].mipmaps; + + for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + + mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) { + + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } else { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + } + + } + + } + + function setTextureCubeDynamic( texture, slot ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + + } + + function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { + + var extension; + + if ( isPowerOfTwoImage ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); + + } + + } + + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension ) { + + if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; + if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; + + if ( texture.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 uploadTexture( textureProperties, texture, slot ) { + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + if ( texture.isVideoTexture ) { + + _videoTextures[ texture.id ] = texture; + + } + + infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + + var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); + + if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { + + image = makePowerOfTwo( image ); + + } + + var isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); + + var mipmap, mipmaps = texture.mipmaps; + + if ( texture.isDepthTexture ) { + + // populate depth texture with dummy data + + var internalFormat = _gl.DEPTH_COMPONENT; + + if ( texture.type === FloatType ) { + + if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); + internalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( _isWebGL2 ) { + + // WebGL 2.0 requires signed internalformat for glTexImage2D + internalFormat = _gl.DEPTH_COMPONENT16; + + } + + if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) { + + // 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 ); + + } + + } + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.format === DepthStencilFormat ) { + + internalFormat = _gl.DEPTH_STENCIL; + + // 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( _gl.TEXTURE_2D, 0, internalFormat, 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 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isCompressedTexture ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } 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 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + 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, attachment, textureTarget ) { + + var glFormat = utils.convert( renderTarget.texture.format ); + var glType = utils.convert( renderTarget.texture.type ); + state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + // FIXME: We don't support !depth !stencil + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, 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 ); + + var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + var isCube = ( renderTarget.isWebGLRenderTargetCube === 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 ( var i = 0; i < 6; i ++ ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); + + } + + } else { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); + + } + + } + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + infoMemory.textures ++; + + var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + + } + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_2D ); + state.bindTexture( _gl.TEXTURE_2D, null ); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + var texture = renderTarget.texture; + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) { + + var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + var webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + _gl.generateMipmap( target ); + state.bindTexture( target, null ); + + } + + } + + function updateVideoTextures() { + + for ( var id in _videoTextures ) { + + _videoTextures[ id ].update(); + + } + + } + + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateVideoTextures = updateVideoTextures; + +} + +/** + * @author fordacious / fordacious.github.io + */ + +function WebGLProperties() { + + var properties = {}; + + function get( object ) { + + var uuid = object.uuid; + var map = properties[ uuid ]; + + if ( map === undefined ) { + + map = {}; + properties[ uuid ] = map; + + } + + return map; + + } + + function remove( object ) { + + delete properties[ object.uuid ]; + + } + + function clear() { + + properties = {}; + + } + + return { + get: get, + remove: remove, + clear: clear + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLState( gl, extensions, utils ) { + + function ColorBuffer() { + + var locked = false; + + var color = new Vector4(); + var currentColorMask = null; + var 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() { + + var locked = false; + + var currentDepthMask = null; + var currentDepthFunc = null; + var currentDepthClear = null; + + return { + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + 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( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + } else { + + gl.depthFunc( gl.LEQUAL ); + + } + + 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() { + + var locked = false; + + var currentStencilMask = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilFuncMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + var currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + }, + + 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; + + } + + }; + + } + + // + + var colorBuffer = new ColorBuffer(); + var depthBuffer = new DepthBuffer(); + var stencilBuffer = new StencilBuffer(); + + var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var newAttributes = new Uint8Array( maxVertexAttributes ); + var enabledAttributes = new Uint8Array( maxVertexAttributes ); + var attributeDivisors = new Uint8Array( maxVertexAttributes ); + + var capabilities = {}; + + var compressedTextureFormats = null; + + var currentProgram = null; + + var currentBlending = null; + var currentBlendEquation = null; + var currentBlendSrc = null; + var currentBlendDst = null; + var currentBlendEquationAlpha = null; + var currentBlendSrcAlpha = null; + var currentBlendDstAlpha = null; + var currentPremultipledAlpha = false; + + var currentFlipSided = null; + var currentCullFace = null; + + var currentLineWidth = null; + + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; + + var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] ); + var lineWidthAvailable = parseFloat( version ) >= 1.0; + + var currentTextureSlot = null; + var currentBoundTextures = {}; + + var currentScissor = new Vector4(); + var currentViewport = new Vector4(); + + function createTexture( type, target, count ) { + + var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + var texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( var i = 0; i < count; i ++ ) { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + return texture; + + } + + var emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + enable( gl.BLEND ); + setBlending( NormalBlending ); + + // + + function initAttributes() { + + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== 0 ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + extension.vertexAttribDivisorANGLE( attribute, 0 ); + attributeDivisors[ attribute ] = 0; + + } + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function enable( id ) { + + if ( capabilities[ id ] !== true ) { + + gl.enable( id ); + capabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( capabilities[ id ] !== false ) { + + gl.disable( id ); + capabilities[ id ] = false; + + } + + } + + function getCompressedTextureFormats() { + + if ( compressedTextureFormats === null ) { + + compressedTextureFormats = []; + + if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { + + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); + + for ( var i = 0; i < formats.length; i ++ ) { + + compressedTextureFormats.push( formats[ i ] ); + + } + + } + + } + + return compressedTextureFormats; + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending !== NoBlending ) { + + enable( gl.BLEND ); + + } else { + + disable( gl.BLEND ); + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + switch ( blending ) { + + case AdditiveBlending: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + + } + break; + + case SubtractiveBlending: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + + } + break; + + case MultiplyBlending: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + + } + break; + + default: + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + + } + + } + + } + + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + } else { + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + } + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + var flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + material.transparent === true + ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) + : setBlending( NoBlending ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture ) { + + if ( currentTextureSlot === null ) { + + activeTexture(); + + } + + var 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 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 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() { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + if ( enabledAttributes[ i ] === 1 ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + capabilities = {}; + + compressedTextureFormats = null; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentProgram = null; + + currentBlending = null; + + currentFlipSided = null; + currentCullFace = null; + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + getCompressedTextureFormats: getCompressedTextureFormats, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLCapabilities( gl, extensions, parameters ) { + + var maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension !== null ) { + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + var maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + var vertexTextures = maxVertexTextures > 0; + var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); + var floatVertexTextures = vertexTextures && floatFragmentTextures; + + return { + + 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 + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */ + +function PerspectiveCamera( fov, aspect, near, far ) { + + Camera.call( this ); + + this.type = 'PerspectiveCamera'; + + this.fov = fov !== undefined ? fov : 50; + this.zoom = 1; + + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + this.focus = 10; + + this.aspect = aspect !== undefined ? aspect : 1; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + +} + +PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: PerspectiveCamera, + + isPerspectiveCamera: true, + + copy: function ( source, recursive ) { + + Camera.prototype.copy.call( this, 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: function ( focalLength ) { + + // see http://www.bobatkins.com/photography/technical/field_of_view.html + var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + }, + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { + + var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + }, + + getEffectiveFOV: function () { + + return _Math.RAD2DEG * 2 * Math.atan( + Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + }, + + getFilmWidth: function () { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + }, + + getFilmHeight: function () { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + }, + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + 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: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var near = this.near, + top = near * Math.tan( + _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, + height = 2 * top, + width = this.aspect * height, + left = - 0.5 * width, + view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + var fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + var skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, 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; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function ArrayCamera( array ) { + + PerspectiveCamera.call( this ); + + this.cameras = array || []; + +} + +ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { + + constructor: ArrayCamera, + + isArrayCamera: true + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebVRManager( renderer ) { + + var scope = this; + + var device = null; + var frameData = null; + + var poseTarget = null; + + if ( typeof window !== 'undefined' && 'VRFrameData' in window ) { + + frameData = new window.VRFrameData(); + + } + + var matrixWorldInverse = new Matrix4(); + + var cameraL = new PerspectiveCamera(); + cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 ); + cameraL.layers.enable( 1 ); + + var cameraR = new PerspectiveCamera(); + cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 ); + cameraR.layers.enable( 2 ); + + var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); + cameraVR.layers.enable( 1 ); + cameraVR.layers.enable( 2 ); + + // + + var currentSize, currentPixelRatio; + + function onVRDisplayPresentChange() { + + if ( device !== null && device.isPresenting ) { + + var eyeParameters = device.getEyeParameters( 'left' ); + var renderWidth = eyeParameters.renderWidth; + var renderHeight = eyeParameters.renderHeight; + + currentPixelRatio = renderer.getPixelRatio(); + currentSize = renderer.getSize(); + + renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 ); + + } else if ( scope.enabled ) { + + renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio ); + + } + + } + + if ( typeof window !== 'undefined' ) { + + window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false ); + + } + + // + + this.enabled = false; + + this.getDevice = function () { + + return device; + + }; + + this.setDevice = function ( value ) { + + if ( value !== undefined ) device = value; + + }; + + this.setPoseTarget = function ( object ) { + + if ( object !== undefined ) poseTarget = object; + + }; + + this.getCamera = function ( camera ) { + + if ( device === null ) return camera; + + device.depthNear = camera.near; + device.depthFar = camera.far; + + device.getFrameData( frameData ); + + // + + var pose = frameData.pose; + var poseObject = poseTarget !== null ? poseTarget : camera; + + if ( pose.position !== null ) { + + poseObject.position.fromArray( pose.position ); + + } else { + + poseObject.position.set( 0, 0, 0 ); + + } + + if ( pose.orientation !== null ) { + + poseObject.quaternion.fromArray( pose.orientation ); + + } + + poseObject.updateMatrixWorld(); + + if ( device.isPresenting === false ) return camera; + + // + + cameraL.near = camera.near; + cameraR.near = camera.near; + + cameraL.far = camera.far; + cameraR.far = camera.far; + + cameraVR.matrixWorld.copy( camera.matrixWorld ); + cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse ); + + cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix ); + cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix ); + + var parent = poseObject.parent; + + if ( parent !== null ) { + + matrixWorldInverse.getInverse( parent.matrixWorld ); + + cameraL.matrixWorldInverse.multiply( matrixWorldInverse ); + cameraR.matrixWorldInverse.multiply( matrixWorldInverse ); + + } + + // envMap and Mirror needs camera.matrixWorld + + cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse ); + cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse ); + + cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix ); + cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix ); + + // HACK @mrdoob + // https://github.com/w3c/webvr/issues/203 + + cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); + + // + + var layers = device.getLayers(); + + if ( layers.length ) { + + var layer = layers[ 0 ]; + + if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) { + + cameraL.bounds.fromArray( layer.leftBounds ); + + } + + if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) { + + cameraR.bounds.fromArray( layer.rightBounds ); + + } + + } + + return cameraVR; + + }; + + this.submitFrame = function () { + + if ( device && device.isPresenting ) device.submitFrame(); + + }; + + this.dispose = function () { + + if ( typeof window !== 'undefined' ) { + + window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange ); + + } + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLExtensions( gl ) { + + var extensions = {}; + + return { + + get: function ( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + var 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; + + case 'WEBGL_compressed_texture_etc1': + extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + }; + +} + +/** + * @author tschw + */ + +function WebGLClipping() { + + var scope = this, + + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, + + 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 ) { + + var enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + 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 ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { + + 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 { + + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, + + dstArray = cache.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + + for ( var i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + cache.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 ) { + + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( var 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; + + return dstArray; + + } + +} + +/** + * @author thespite / http://www.twitter.com/thespite + */ + +function WebGLUtils( gl, extensions ) { + + function convert( p ) { + + var extension; + + if ( p === RepeatWrapping ) return gl.REPEAT; + if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; + if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT; + + if ( p === NearestFilter ) return gl.NEAREST; + if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; + if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR; + + if ( p === LinearFilter ) return gl.LINEAR; + if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; + if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR; + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + + if ( p === HalfFloatType ) { + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) return extension.HALF_FLOAT_OES; + + } + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBFormat ) return gl.RGB; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === LuminanceFormat ) return gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + if ( p === AddEquation ) return gl.FUNC_ADD; + if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; + if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT; + + if ( p === ZeroFactor ) return gl.ZERO; + if ( p === OneFactor ) return gl.ONE; + if ( p === SrcColorFactor ) return gl.SRC_COLOR; + if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; + if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; + if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; + if ( p === DstAlphaFactor ) return gl.DST_ALPHA; + if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA; + + if ( p === DstColorFactor ) return gl.DST_COLOR; + if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; + if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE; + + 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; + + } + + } + + 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; + + } + + } + + if ( p === RGB_ETC1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } + + if ( p === MinEquation || p === MaxEquation ) { + + extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + if ( p === MinEquation ) return extension.MIN_EXT; + if ( p === MaxEquation ) return extension.MAX_EXT; + + } + + } + + if ( p === UnsignedInt248Type ) { + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; + + } + + return 0; + + } + + return { convert: convert }; + +} + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author tschw + */ + +function WebGLRenderer( parameters ) { + + console.log( 'THREE.WebGLRenderer', REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), + _context = parameters.context !== undefined ? parameters.context : null, + + _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'; + + var lightsArray = []; + var shadowsArray = []; + + var currentRenderList = null; + + var spritesArray = []; + var flaresArray = []; + + // public properties + + this.domElement = _canvas; + this.context = null; + + // 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.gammaInput = false; + this.gammaOutput = false; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // internal properties + + var _this = this, + + _isContextLost = false, + + // internal state cache + + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + + _currentCamera = null, + _currentArrayCamera = null, + + _currentViewport = new Vector4(), + _currentScissor = new Vector4(), + _currentScissorTest = null, + + // + + _usedTextureUnits = 0, + + // + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _viewport = new Vector4( 0, 0, _width, _height ), + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + // frustum + + _frustum = new Frustum(), + + // clipping + + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, + + // camera matrices cache + + _projScreenMatrix = new Matrix4(), + + _vector3 = new Vector3(), + + // info + + _infoMemory = { + geometries: 0, + textures: 0 + }, + + _infoRender = { + + frame: 0, + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + }; + + this.info = { + + render: _infoRender, + memory: _infoMemory, + programs: null + + }; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + var _gl; + + try { + + var contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference + }; + + // event listeners must be registered before WebGL context is created, see #12753 + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + + _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); + + if ( _gl === null ) { + + if ( _canvas.getContext( 'webgl' ) !== null ) { + + 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 ); + + } + + var extensions, capabilities, state; + var properties, textures, attributes, geometries, objects, lights; + var programCache, renderLists; + + var background, morphtargets, bufferRenderer, indexedBufferRenderer; + var flareRenderer, spriteRenderer; + + var utils; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + extensions.get( 'WEBGL_depth_texture' ); + extensions.get( 'OES_texture_float' ); + extensions.get( 'OES_texture_float_linear' ); + extensions.get( 'OES_texture_half_float' ); + extensions.get( 'OES_texture_half_float_linear' ); + extensions.get( 'OES_standard_derivatives' ); + extensions.get( 'OES_element_index_uint' ); + extensions.get( 'ANGLE_instanced_arrays' ); + + utils = new WebGLUtils( _gl, extensions ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + state = new WebGLState( _gl, extensions, utils ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory ); + attributes = new WebGLAttributes( _gl ); + geometries = new WebGLGeometries( _gl, attributes, _infoMemory ); + objects = new WebGLObjects( geometries, _infoRender ); + morphtargets = new WebGLMorphtargets( _gl ); + programCache = new WebGLPrograms( _this, extensions, capabilities ); + lights = new WebGLLights(); + renderLists = new WebGLRenderLists(); + + background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + + flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities ); + spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities ); + + _this.info.programs = programCache.programs; + + _this.context = _gl; + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.state = state; + + } + + initGLContext(); + + // vr + + var vr = new WebVRManager( _this ); + + this.vr = vr; + + // shadow map + + var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); + + this.shadowMap = shadowMap; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + var extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + this.forceContextRestore = function () { + + var 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 () { + + return { + width: _width, + height: _height + }; + + }; + + this.setSize = function ( width, height, updateStyle ) { + + var device = vr.getDevice(); + + if ( device && device.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + _canvas.width = width * _pixelRatio; + _canvas.height = height * _pixelRatio; + + if ( updateStyle !== false ) { + + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function () { + + return { + width: _width * _pixelRatio, + height: _height * _pixelRatio + }; + + }; + + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + _canvas.width = width * pixelRatio; + _canvas.height = height * pixelRatio; + + this.setViewport( 0, 0, width, height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewport.set( x, _height - y - height, width, height ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _scissor.set( x, _height - y - height, width, height ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + // Clearing + + this.getClearColor = function () { + + return 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 ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _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.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // + + this.dispose = function () { + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + + renderLists.dispose(); + + vr.dispose(); + + }; + + // 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; + + initGLContext(); + + } + + function onMaterialDispose( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReference( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReference( material ) { + + var programInfo = properties.get( material ).program; + + material.program = undefined; + + if ( programInfo !== undefined ) { + + programCache.releaseProgram( programInfo ); + + } + + } + + // Buffer rendering + + function renderObjectImmediate( object, program, material ) { + + object.render( function ( object ) { + + _this.renderBufferImmediate( object, program, material ); + + } ); + + } + + this.renderBufferImmediate = function ( object, program, material ) { + + state.initAttributes(); + + var buffers = properties.get( object ); + + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); + + var programAttributes = program.getAttributes(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.position ); + _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); + + if ( ! material.isMeshPhongMaterial && + ! material.isMeshStandardMaterial && + ! material.isMeshNormalMaterial && + material.flatShading === true ) { + + for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { + + var array = object.normalArray; + + var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; + var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; + var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; + + array[ i + 0 ] = nx; + array[ i + 1 ] = ny; + array[ i + 2 ] = nz; + + array[ i + 3 ] = nx; + array[ i + 4 ] = ny; + array[ i + 5 ] = nz; + + array[ i + 6 ] = nx; + array[ i + 7 ] = ny; + array[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.normal ); + + _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs && material.map ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.uv ); + + _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors && material.vertexColors !== NoColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.color ); + + _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + state.disableUnusedAttributes(); + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + + var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + state.setMaterial( material, frontFaceCW ); + + var program = setProgram( camera, fog, material, object ); + var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true ); + + var updateBuffers = false; + + if ( geometryProgram !== _currentGeometryProgram ) { + + _currentGeometryProgram = geometryProgram; + updateBuffers = true; + + } + + if ( object.morphTargetInfluences ) { + + morphtargets.update( object, geometry, material, program ); + + updateBuffers = true; + + } + + // + + var index = geometry.index; + var position = geometry.attributes.position; + var rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; + + } + + var attribute; + var renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry ); + + if ( index !== null ) { + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer ); + + } + + } + + // + + var dataCount = 0; + + if ( index !== null ) { + + dataCount = index.count; + + } else if ( position !== undefined ) { + + dataCount = position.count; + + } + + var rangeStart = geometry.drawRange.start * rangeFactor; + var rangeCount = geometry.drawRange.count * rangeFactor; + + var groupStart = group !== null ? group.start * rangeFactor : 0; + var groupCount = group !== null ? group.count * rangeFactor : Infinity; + + var drawStart = Math.max( rangeStart, groupStart ); + var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + var 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( _gl.LINES ); + + } else { + + switch ( object.drawMode ) { + + case TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; + + case TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; + + case TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; + + } + + } + + + } else if ( object.isLine ) { + + var lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } + + if ( geometry && geometry.isInstancedBufferGeometry ) { + + if ( geometry.maxInstancedCount > 0 ) { + + renderer.renderInstances( geometry, drawStart, drawCount ); + + } + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + function setupVertexAttributes( material, program, geometry, startIndex ) { + + if ( geometry && geometry.isInstancedBufferGeometry ) { + + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { + + console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + if ( startIndex === undefined ) startIndex = 0; + + state.initAttributes(); + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.getAttributes(); + + var materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( var name in programAttributes ) { + + var programAttribute = programAttributes[ name ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute !== undefined ) { + + var normalized = geometryAttribute.normalized; + var size = geometryAttribute.itemSize; + + var attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + var buffer = attribute.buffer; + var type = attribute.type; + var bytesPerElement = attribute.bytesPerElement; + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; + + if ( data && data.isInstancedInterleavedBuffer ) { + + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = data.meshPerAttribute * data.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement ); + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement ); + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + var 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 ); + + } + + } + + } + + } + + } + + state.disableUnusedAttributes(); + + } + + // Compile + + this.compile = function ( scene, camera ) { + + lightsArray.length = 0; + shadowsArray.length = 0; + + scene.traverse( function ( object ) { + + if ( object.isLight ) { + + lightsArray.push( object ); + + if ( object.castShadow ) { + + shadowsArray.push( object ); + + } + + } + + } ); + + lights.setup( lightsArray, shadowsArray, camera ); + + scene.traverse( function ( object ) { + + if ( object.material ) { + + if ( Array.isArray( object.material ) ) { + + for ( var i = 0; i < object.material.length; i ++ ) { + + initMaterial( object.material[ i ], scene.fog, object ); + + } + + } else { + + initMaterial( object.material, scene.fog, object ); + + } + + } + + } ); + + }; + + // Animation Loop + + var isAnimating = false; + var onAnimationFrame = null; + + function start() { + + if ( isAnimating ) return; + + var device = vr.getDevice(); + + if ( device && device.isPresenting ) { + + device.requestAnimationFrame( loop ); + + } else { + + window.requestAnimationFrame( loop ); + + } + + isAnimating = true; + + } + + function loop( time ) { + + if ( onAnimationFrame !== null ) onAnimationFrame( time ); + + var device = vr.getDevice(); + + if ( device && device.isPresenting ) { + + device.requestAnimationFrame( loop ); + + } else { + + window.requestAnimationFrame( loop ); + + } + + } + + this.animate = function ( callback ) { + + onAnimationFrame = callback; + start(); + + }; + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( ! ( camera && camera.isCamera ) ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost ) return; + + // reset caching for this frame + + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + _currentCamera = null; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null ) camera.updateMatrixWorld(); + + if ( vr.enabled ) { + + camera = vr.getCamera( camera ); + + } + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + lightsArray.length = 0; + shadowsArray.length = 0; + + spritesArray.length = 0; + flaresArray.length = 0; + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + currentRenderList = renderLists.get( scene, camera ); + currentRenderList.init(); + + projectObject( scene, camera, _this.sortObjects ); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort(); + + } + + // + + textures.updateVideoTextures(); + + // + + if ( _clippingEnabled ) _clipping.beginShadows(); + + shadowMap.render( shadowsArray, scene, camera ); + + lights.setup( lightsArray, shadowsArray, camera ); + + if ( _clippingEnabled ) _clipping.endShadows(); + + // + + _infoRender.frame ++; + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; + + if ( renderTarget === undefined ) { + + renderTarget = null; + + } + + this.setRenderTarget( renderTarget ); + + // + + background.render( currentRenderList, scene, camera, forceClear ); + + // render scene + + var opaqueObjects = currentRenderList.opaque; + var transparentObjects = currentRenderList.transparent; + + if ( scene.overrideMaterial ) { + + var overrideMaterial = scene.overrideMaterial; + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); + + } else { + + // opaque pass (front-to-back order) + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); + + // transparent pass (back-to-front order) + + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); + + } + + // custom renderers + + spriteRenderer.render( spritesArray, scene, camera ); + flareRenderer.render( flaresArray, scene, camera, _currentViewport ); + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget ) { + + textures.updateRenderTargetMipmap( renderTarget ); + + } + + // 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 ); + + if ( vr.enabled ) { + + vr.submitFrame(); + + } + + // _gl.finish(); + + }; + + /* + // TODO Duplicated code (Frustum) + + var _sphere = new Sphere(); + + function isObjectViewable( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ). + applyMatrix4( object.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSpriteViewable( sprite ) { + + _sphere.center.set( 0, 0, 0 ); + _sphere.radius = 0.7071067811865476; + _sphere.applyMatrix4( sprite.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSphereViewable( sphere ) { + + if ( ! _frustum.intersectsSphere( sphere ) ) return false; + + var numPlanes = _clipping.numPlanes; + + if ( numPlanes === 0 ) return true; + + var planes = _this.clippingPlanes, + + center = sphere.center, + negRad = - sphere.radius, + i = 0; + + do { + + // out when deeper than radius in the negative halfspace + if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; + + } while ( ++ i !== numPlanes ); + + return true; + + } + */ + + function projectObject( object, camera, sortObjects ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isLight ) { + + lightsArray.push( object ); + + if ( object.castShadow ) { + + shadowsArray.push( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + spritesArray.push( object ); + + } + + } else if ( object.isLensFlare ) { + + flaresArray.push( object ); + + } else if ( object.isImmediateRenderObject ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + currentRenderList.push( object, null, object.material, _vector3.z, null ); + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( object.isSkinnedMesh ) { + + object.skeleton.update(); + + } + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + var geometry = objects.update( object ); + var material = object.material; + + if ( Array.isArray( material ) ) { + + var groups = geometry.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + var groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, _vector3.z, null ); + + } + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, sortObjects ); + + } + + } + + function renderObjects( renderList, scene, camera, overrideMaterial ) { + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var renderItem = renderList[ i ]; + + var object = renderItem.object; + var geometry = renderItem.geometry; + var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; + var group = renderItem.group; + + if ( camera.isArrayCamera ) { + + _currentArrayCamera = camera; + + var cameras = camera.cameras; + + for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { + + var camera2 = cameras[ j ]; + + if ( object.layers.test( camera2.layers ) ) { + + var bounds = camera2.bounds; + + var x = bounds.x * _width; + var y = bounds.y * _height; + var width = bounds.z * _width; + var height = bounds.w * _height; + + state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) ); + + renderObject( object, scene, camera2, geometry, material, group ); + + } + + } + + } else { + + _currentArrayCamera = null; + + 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 ) { + + var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + state.setMaterial( material, frontFaceCW ); + + var program = setProgram( camera, scene.fog, material, object ); + + _currentGeometryProgram = ''; + + renderObjectImmediate( object, program, material ); + + } else { + + _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + + } + + function initMaterial( material, fog, object ) { + + var materialProperties = properties.get( material ); + + var parameters = programCache.getParameters( + material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object ); + + var code = programCache.getProgramCode( material, parameters ); + + var program = materialProperties.program; + var programChange = true; + + if ( program === undefined ) { + + // new material + material.addEventListener( 'dispose', onMaterialDispose ); + + } else if ( program.code !== code ) { + + // changed glsl or parameters + releaseMaterialProgramReference( material ); + + } else if ( parameters.shaderID !== undefined ) { + + // same glsl and uniform list + return; + + } else { + + // only rebuild uniform list + programChange = false; + + } + + if ( programChange ) { + + if ( parameters.shaderID ) { + + var shader = ShaderLib[ parameters.shaderID ]; + + materialProperties.shader = { + name: material.type, + uniforms: UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; + + } else { + + materialProperties.shader = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; + + } + + material.onBeforeCompile( materialProperties.shader ); + + program = programCache.acquireProgram( material, materialProperties.shader, parameters, code ); + + materialProperties.program = program; + material.program = program; + + } + + var programAttributes = program.getAttributes(); + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { + + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + + if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + var uniforms = materialProperties.shader.uniforms; + + if ( ! material.isShaderMaterial && + ! material.isRawShaderMaterial || + material.clipping === true ) { + + materialProperties.numClippingPlanes = _clipping.numPlanes; + materialProperties.numIntersection = _clipping.numIntersection; + uniforms.clippingPlanes = _clipping.uniform; + + } + + materialProperties.fog = fog; + + // store the light setup it was created for + + materialProperties.lightsHash = lights.state.hash; + + if ( material.lights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.directionalLights.value = lights.state.directional; + uniforms.spotLights.value = lights.state.spot; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.pointLights.value = lights.state.point; + 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 + + } + + var progUniforms = materialProperties.program.getUniforms(), + uniformsList = + WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.uniformsList = uniformsList; + + } + + function setProgram( camera, fog, material, object ) { + + _usedTextureUnits = 0; + + var materialProperties = properties.get( material ); + + if ( _clippingEnabled ) { + + if ( _localClippingEnabled || camera !== _currentCamera ) { + + var useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + _clipping.setState( + material.clippingPlanes, material.clipIntersection, material.clipShadows, + camera, materialProperties, useCache ); + + } + + } + + if ( material.needsUpdate === false ) { + + if ( materialProperties.program === undefined ) { + + material.needsUpdate = true; + + } else if ( material.fog && materialProperties.fog !== fog ) { + + material.needsUpdate = true; + + } else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) { + + material.needsUpdate = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== _clipping.numPlanes || + materialProperties.numIntersection !== _clipping.numIntersection ) ) { + + material.needsUpdate = true; + + } + + } + + if ( material.needsUpdate ) { + + initMaterial( material, fog, object ); + material.needsUpdate = false; + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.shader.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || camera !== _currentCamera ) { + + 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 ) ); + + } + + // Avoid unneeded uniform updates per ArrayCamera's sub-camera + + if ( _currentCamera !== ( _currentArrayCamera || camera ) ) { + + _currentCamera = ( _currentArrayCamera || 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.isMeshStandardMaterial || + material.envMap ) { + + var uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material.isMeshPhongMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.skinning ) { + + 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 + // not sure why, but otherwise weird things happen + + if ( material.skinning ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + var skeleton = object.skeleton; + + if ( skeleton ) { + + var bones = skeleton.bones; + + if ( capabilities.floatVertexTextures ) { + + if ( skeleton.boneTexture === undefined ) { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + + var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix + size = _Math.ceilPowerOfTwo( size ); + size = Math.max( size, 4 ); + + var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( skeleton.boneMatrices ); // copy current values + + var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + + skeleton.boneMatrices = boneMatrices; + skeleton.boneTexture = boneTexture; + skeleton.boneTextureSize = size; + + } + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); + + } else { + + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + + } + + } + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); + + if ( material.lights ) { + + // 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 ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshToonMaterial ) { + + refreshUniformsToon( m_uniforms, material ); + + } else { + + refreshUniformsPhong( m_uniforms, material ); + + } + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( m_uniforms, material ); + + } else { + + refreshUniformsStandard( m_uniforms, material ); + + } + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDepth( m_uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDistance( m_uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsNormal( m_uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( m_uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + m_uniforms.color.value = material.color; + m_uniforms.opacity.value = material.opacity; + + } + + // RectAreaLight Texture + // TODO (mrdoob): Find a nicer implementation + + if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE; + if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE; + + WebGLUniforms.upload( + _gl, materialProperties.uniformsList, m_uniforms, _this ); + + } + + + // 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; + + } + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value = 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; + + } + + if ( material.envMap ) { + + uniforms.envMap.value = material.envMap; + + // don't flip CubeTexture envMaps, flip everything else: + // WebGLRenderTargetCube will be flipped for backwards compatibility + // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture + // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future + uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + 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. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map + + var 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; + + } + + if ( uvScaleMap !== undefined ) { + + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + var offset = uvScaleMap.offset; + var repeat = uvScaleMap.repeat; + var rotation = uvScaleMap.rotation; + var center = uvScaleMap.center; + + uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value = 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 ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _height * 0.5; + + uniforms.map.value = material.map; + + if ( material.map !== null ) { + + if ( material.map.matrixAutoUpdate === true ) { + + var offset = material.map.offset; + var repeat = material.map.repeat; + var rotation = material.map.rotation; + var center = material.map.center; + + material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); + + } + + uniforms.uvTransform.value.copy( material.map.matrix ); + + } + + } + + function refreshUniformsFog( uniforms, fog ) { + + uniforms.fogColor.value = 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 refreshUniformsLambert( uniforms, material ) { + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value = material.specular; + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsToon( uniforms, material ) { + + refreshUniformsPhong( uniforms, material ); + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + 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.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material ) { + + uniforms.clearCoat.value = material.clearCoat; + uniforms.clearCoatRoughness.value = material.clearCoatRoughness; + + refreshUniformsStandard( uniforms, material ); + + } + + 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.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + // 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.directionalLights.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFaceDirection ) { + + state.setCullFace( cullFace ); + state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); + + }; + + // Textures + + function allocTextureUnit() { + + var textureUnit = _usedTextureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + _usedTextureUnits += 1; + + return textureUnit; + + } + + this.allocTextureUnit = allocTextureUnit; + + // this.setTexture2D = setTexture2D; + this.setTexture2D = ( function () { + + var warned = false; + + // backwards compatibility: peel texture.texture + return function setTexture2D( texture, slot ) { + + if ( texture && texture.isWebGLRenderTarget ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTexture = ( function () { + + var warned = false; + + return function setTexture( texture, slot ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); + warned = true; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTextureCube = ( function () { + + var warned = false; + + return function setTextureCube( texture, slot ) { + + // backwards compatibility: peel texture.texture + if ( texture && texture.isWebGLRenderTargetCube ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture + // TODO: unify these code paths + if ( ( texture && texture.isCubeTexture ) || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + + // CompressedTexture can have Array in image :/ + + // this function alone should take care of cube textures + textures.setTextureCube( texture, slot ); + + } else { + + // assumed: texture property of THREE.WebGLRenderTargetCube + + textures.setTextureCubeDynamic( texture, slot ); + + } + + }; + + }() ); + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTarget = function ( renderTarget ) { + + _currentRenderTarget = renderTarget; + + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } + + var framebuffer = null; + var isCube = false; + + if ( renderTarget ) { + + var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLRenderTargetCube ) { + + framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ]; + isCube = true; + + } else { + + framebuffer = __webglFramebuffer; + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; + + } + + if ( _currentFramebuffer !== framebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + var textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( framebuffer ) { + + var restore = false; + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + restore = true; + + } + + try { + + var texture = renderTarget.texture; + var textureFormat = texture.format; + var textureType = texture.type; + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + + // 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 { + + if ( restore ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + } + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function FogExp2( color, density ) { + + this.name = ''; + + this.color = new Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; + +} + +FogExp2.prototype.isFogExp2 = true; + +FogExp2.prototype.clone = function () { + + return new FogExp2( this.color.getHex(), this.density ); + +}; + +FogExp2.prototype.toJSON = function ( /* meta */ ) { + + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Fog( color, near, far ) { + + this.name = ''; + + this.color = new Color( color ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +} + +Fog.prototype.isFog = true; + +Fog.prototype.clone = function () { + + return new Fog( this.color.getHex(), this.near, this.far ); + +}; + +Fog.prototype.toJSON = function ( /* meta */ ) { + + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Scene() { + + Object3D.call( this ); + + this.type = 'Scene'; + + this.background = null; + this.fog = null; + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + +} + +Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Scene, + + copy: function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + return data; + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +function LensFlare( texture, size, distance, blending, color ) { + + Object3D.call( this ); + + this.lensFlares = []; + + this.positionScreen = new Vector3(); + this.customUpdateCallback = undefined; + + if ( texture !== undefined ) { + + this.add( texture, size, distance, blending, color ); + + } + +} + +LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LensFlare, + + isLensFlare: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.positionScreen.copy( source.positionScreen ); + this.customUpdateCallback = source.customUpdateCallback; + + for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { + + this.lensFlares.push( source.lensFlares[ i ] ); + + } + + return this; + + }, + + add: function ( texture, size, distance, blending, color, opacity ) { + + if ( size === undefined ) size = - 1; + if ( distance === undefined ) distance = 0; + if ( opacity === undefined ) opacity = 1; + if ( color === undefined ) color = new Color( 0xffffff ); + if ( blending === undefined ) blending = NormalBlending; + + distance = Math.min( distance, Math.max( 0, distance ) ); + + this.lensFlares.push( { + texture: texture, // THREE.Texture + size: size, // size in pixels (-1 = use texture.width) + distance: distance, // distance (0-1) from light source (0=at light source) + x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back + scale: 1, // scale + rotation: 0, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending // blending + } ); + + }, + + /* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ + + updateLensFlares: function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = - this.positionScreen.x * 2; + var vecY = - this.positionScreen.y * 2; + + for ( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ + +function SpriteMaterial( parameters ) { + + Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + this.map = null; + + this.rotation = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + +} + +SpriteMaterial.prototype = Object.create( Material.prototype ); +SpriteMaterial.prototype.constructor = SpriteMaterial; +SpriteMaterial.prototype.isSpriteMaterial = true; + +SpriteMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.map = source.map; + + this.rotation = source.rotation; + + return this; + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Sprite( material ) { + + Object3D.call( this ); + + this.type = 'Sprite'; + + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + +} + +Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Sprite, + + isSprite: true, + + raycast: ( function () { + + var intersectPoint = new Vector3(); + var worldPosition = new Vector3(); + var worldScale = new Vector3(); + + return function raycast( raycaster, intersects ) { + + worldPosition.setFromMatrixPosition( this.matrixWorld ); + raycaster.ray.closestPointToPoint( worldPosition, intersectPoint ); + + worldScale.setFromMatrixScale( this.matrixWorld ); + var guessSizeSq = worldScale.x * worldScale.y / 4; + + if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return; + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + point: intersectPoint.clone(), + face: null, + object: this + + } ); + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.material ).copy( this ); + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +function LOD() { + + Object3D.call( this ); + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); + +} + +LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LOD, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source, false ); + + var levels = source.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance ); + + } + + return this; + + }, + + addLevel: function ( object, distance ) { + + if ( distance === undefined ) distance = 0; + + distance = Math.abs( distance ); + + var levels = this.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, object: object } ); + + this.add( object ); + + }, + + getObjectForDistance: function ( distance ) { + + var levels = this.levels; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance < levels[ i ].distance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + }, + + raycast: ( function () { + + var matrixPosition = new Vector3(); + + return function raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + }; + + }() ), + + update: function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function update( camera ) { + + var levels = this.levels; + + if ( levels.length > 1 ) { + + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); + + var distance = v1.distanceTo( v2 ); + + levels[ 0 ].object.visible = true; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance >= levels[ i ].distance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + }; + + }(), + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.levels = []; + + var levels = this.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); + + } + + return data; + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ + +function Skeleton( bones, boneInverses ) { + + // copy the bone array + + bones = bones || []; + + this.bones = bones.slice( 0 ); + this.boneMatrices = new Float32Array( this.bones.length * 16 ); + + // use the supplied bone inverses or calculate the inverses + + if ( boneInverses === undefined ) { + + this.calculateInverses(); + + } else { + + if ( this.bones.length === boneInverses.length ) { + + this.boneInverses = boneInverses.slice( 0 ); + + } else { + + console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); + + this.boneInverses = []; + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + this.boneInverses.push( new Matrix4() ); + + } + + } + + } + +} + +Object.assign( Skeleton.prototype, { + + calculateInverses: function () { + + this.boneInverses = []; + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + var inverse = new Matrix4(); + + if ( this.bones[ i ] ) { + + inverse.getInverse( this.bones[ i ].matrixWorld ); + + } + + this.boneInverses.push( inverse ); + + } + + }, + + pose: function () { + + var bone, i, il; + + // recover the bind-time world matrices + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.getInverse( this.boneInverses[ i ] ); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + }, + + update: ( function () { + + var offsetMatrix = new Matrix4(); + var identityMatrix = new Matrix4(); + + return function update() { + + var bones = this.bones; + var boneInverses = this.boneInverses; + var boneMatrices = this.boneMatrices; + var boneTexture = this.boneTexture; + + // flatten bone matrices to array + + for ( var i = 0, il = bones.length; i < il; i ++ ) { + + // compute the offset between the current and the original transform + + var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; + + offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== undefined ) { + + boneTexture.needsUpdate = true; + + } + + }; + + } )(), + + clone: function () { + + return new Skeleton( this.bones, this.boneInverses ); + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +function Bone() { + + Object3D.call( this ); + + this.type = 'Bone'; + +} + +Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Bone, + + isBone: true + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +function SkinnedMesh( geometry, material ) { + + Mesh.call( this, geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + + var bones = this.initBones(); + var skeleton = new Skeleton( bones ); + + this.bind( skeleton, this.matrixWorld ); + + this.normalizeSkinWeights(); + +} + +SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + + constructor: SkinnedMesh, + + isSkinnedMesh: true, + + initBones: function () { + + var bones = [], bone, gbone; + var i, il; + + if ( this.geometry && this.geometry.bones !== undefined ) { + + // first, create array of 'Bone' objects from geometry data + + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + + gbone = this.geometry.bones[ i ]; + + // create new 'Bone' object + + bone = new Bone(); + bones.push( bone ); + + // apply values + + bone.name = gbone.name; + bone.position.fromArray( gbone.pos ); + bone.quaternion.fromArray( gbone.rotq ); + if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + + } + + // second, create bone hierarchy + + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + + gbone = this.geometry.bones[ i ]; + + if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { + + // subsequent bones in the hierarchy + + bones[ gbone.parent ].add( bones[ i ] ); + + } else { + + // topmost bone, immediate child of the skinned mesh + + this.add( bones[ i ] ); + + } + + } + + } + + // now the bones are part of the scene graph and children of the skinned mesh. + // let's update the corresponding matrices + + this.updateMatrixWorld( true ); + + return bones; + + }, + + bind: function ( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.getInverse( bindMatrix ); + + }, + + pose: function () { + + this.skeleton.pose(); + + }, + + normalizeSkinWeights: function () { + + var scale, i; + + if ( this.geometry && this.geometry.isGeometry ) { + + for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { + + var sw = this.geometry.skinWeights[ i ]; + + scale = 1.0 / sw.manhattanLength(); + + if ( scale !== Infinity ) { + + sw.multiplyScalar( scale ); + + } else { + + sw.set( 1, 0, 0, 0 ); // do something reasonable + + } + + } + + } else if ( this.geometry && this.geometry.isBufferGeometry ) { + + var vec = new Vector4(); + + var skinWeight = this.geometry.attributes.skinWeight; + + for ( i = 0; i < skinWeight.count; i ++ ) { + + vec.x = skinWeight.getX( i ); + vec.y = skinWeight.getY( i ); + vec.z = skinWeight.getZ( i ); + vec.w = skinWeight.getW( i ); + + scale = 1.0 / vec.manhattanLength(); + + if ( scale !== Infinity ) { + + vec.multiplyScalar( scale ); + + } else { + + vec.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); + + } + + } + + }, + + updateMatrixWorld: function ( force ) { + + Mesh.prototype.updateMatrixWorld.call( this, force ); + + if ( this.bindMode === 'attached' ) { + + this.bindMatrixInverse.getInverse( this.matrixWorld ); + + } else if ( this.bindMode === 'detached' ) { + + this.bindMatrixInverse.getInverse( this.bindMatrix ); + + } else { + + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + }, + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ + +function LineBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.lights = false; + + this.setValues( parameters ); + +} + +LineBasicMaterial.prototype = Object.create( Material.prototype ); +LineBasicMaterial.prototype.constructor = LineBasicMaterial; + +LineBasicMaterial.prototype.isLineBasicMaterial = true; + +LineBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Line( geometry, material, mode ) { + + if ( mode === 1 ) { + + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new LineSegments( geometry, material ); + + } + + Object3D.call( this ); + + this.type = 'Line'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); + +} + +Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Line, + + isLine: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + return function raycast( raycaster, intersects ) { + + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; + + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = ( this && this.isLineSegments ) ? 2 : 1; + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + + var a = indices[ i ]; + var b = indices[ i + 1 ]; + + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var 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 { + + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var 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 ) { + + var vertices = geometry.vertices; + var nbVertices = vertices.length; + + for ( var i = 0; i < nbVertices - 1; i += step ) { + + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var 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 + + } ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LineSegments( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineSegments'; + +} + +LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineSegments, + + isLineSegments: true + +} ); + +/** + * @author mgreter / http://github.com/mgreter + */ + +function LineLoop( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineLoop'; + +} + +LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineLoop, + + isLineLoop: true, + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * } + */ + +function PointsMaterial( parameters ) { + + Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.lights = false; + + this.setValues( parameters ); + +} + +PointsMaterial.prototype = Object.create( Material.prototype ); +PointsMaterial.prototype.constructor = PointsMaterial; + +PointsMaterial.prototype.isPointsMaterial = true; + +PointsMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + return this; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Points( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + +} + +Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Points, + + isPoints: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + return function raycast( raycaster, intersects ) { + + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; + + // 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.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new Vector3(); + + function testPoint( point, index ) { + + var rayPointDistanceSq = ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object + + } ); + + } + + } + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, il = indices.length; i < il; i ++ ) { + + var a = indices[ i ]; + + position.fromArray( positions, a * 3 ); + + testPoint( position, a ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + + position.fromArray( positions, i * 3 ); + + testPoint( position, i ); + + } + + } + + } else { + + var vertices = geometry.vertices; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + testPoint( vertices[ i ], i ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Group() { + + Object3D.call( this ); + + this.type = 'Group'; + +} + +Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Group, + + isGroup: true + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.generateMipmaps = false; + + // Set needsUpdate when first frame is ready + + var scope = this; + + function onLoaded() { + + video.removeEventListener( 'loadeddata', onLoaded, false ); + scope.needsUpdate = true; + + } + + video.addEventListener( 'loadeddata', onLoaded, false ); + +} + +VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { + + constructor: VideoTexture, + + isVideoTexture: true, + + update: function () { + + var video = this.image; + + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + 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 = Object.create( Texture.prototype ); +CompressedTexture.prototype.constructor = CompressedTexture; + +CompressedTexture.prototype.isCompressedTexture = true; + +/** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ + +function DepthTexture( 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; + + Texture.call( this, 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 = Object.create( Texture.prototype ); +DepthTexture.prototype.constructor = DepthTexture; +DepthTexture.prototype.isDepthTexture = true; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +function WireframeGeometry( geometry ) { + + BufferGeometry.call( this ); + + this.type = 'WireframeGeometry'; + + // buffer + + var vertices = []; + + // helper variables + + var i, j, l, o, ol; + var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + var vertex; + + // different logic for Geometry and BufferGeometry + + if ( geometry && geometry.isGeometry ) { + + // create a data structure that contains all edges without duplicates + + var faces = geometry.faces; + + for ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( j = 0; j < 3; j ++ ) { + + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex = geometry.vertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex = geometry.vertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else if ( geometry && geometry.isBufferGeometry ) { + + var position, indices, groups; + var group, start, count; + var index1, index2; + + vertex = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + position = geometry.attributes.position; + indices = geometry.index; + groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all eges without duplicates + + for ( o = 0, ol = groups.length; o < ol; ++ o ) { + + group = groups[ o ]; + + start = group.start; + count = group.count; + + for ( i = start, l = ( start + count ); i < l; i += 3 ) { + + for ( j = 0; j < 3; j ++ ) { + + edge1 = indices.getX( i + j ); + edge2 = indices.getX( i + ( j + 1 ) % 3 ); + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex.fromBufferAttribute( position, e.index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex.fromBufferAttribute( position, e.index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else { + + // non-indexed BufferGeometry + + position = geometry.attributes.position; + + for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + index1 = 3 * i + j; + vertex.fromBufferAttribute( position, index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + index2 = 3 * i + ( ( j + 1 ) % 3 ); + vertex.fromBufferAttribute( position, index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + } + + } + + // build geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + +} + +WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); +WireframeGeometry.prototype.constructor = WireframeGeometry; + +/** + * @author zz85 / https://github.com/zz85 + * @author Mugen87 / https://github.com/Mugen87 + * + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + */ + +// ParametricGeometry + +function ParametricGeometry( func, slices, stacks ) { + + Geometry.call( this ); + + this.type = 'ParametricGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); + this.mergeVertices(); + +} + +ParametricGeometry.prototype = Object.create( Geometry.prototype ); +ParametricGeometry.prototype.constructor = ParametricGeometry; + +// ParametricBufferGeometry + +function ParametricBufferGeometry( func, slices, stacks ) { + + BufferGeometry.call( this ); + + this.type = 'ParametricBufferGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + var EPS = 0.00001; + + var normal = new Vector3(); + + var p0 = new Vector3(), p1 = new Vector3(); + var pu = new Vector3(), pv = new Vector3(); + + var i, j; + + // generate vertices, normals and uvs + + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + var v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + var u = j / slices; + + // vertex + + p0 = func( u, v, p0 ); + vertices.push( p0.x, p0.y, p0.z ); + + // normal + + // approximate tangent vectors via finite differences + + if ( u - EPS >= 0 ) { + + p1 = func( u - EPS, v, p1 ); + pu.subVectors( p0, p1 ); + + } else { + + p1 = func( u + EPS, v, p1 ); + pu.subVectors( p1, p0 ); + + } + + if ( v - EPS >= 0 ) { + + p1 = func( u, v - EPS, p1 ); + pv.subVectors( p0, p1 ); + + } else { + + p1 = func( u, v + EPS, p1 ); + pv.subVectors( p1, p0 ); + + } + + // cross product of tangent vectors returns surface normal + + normal.crossVectors( pu, pv ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, v ); + + } + + } + + // generate indices + + for ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + var a = i * sliceCount + j; + var b = i * sliceCount + j + 1; + var c = ( i + 1 ) * sliceCount + j + 1; + var d = ( i + 1 ) * sliceCount + j; + + // faces one and two + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// PolyhedronGeometry + +function PolyhedronGeometry( vertices, indices, radius, detail ) { + + Geometry.call( this ); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); + this.mergeVertices(); + +} + +PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); +PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + +// PolyhedronBufferGeometry + +function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { + + BufferGeometry.call( this ); + + this.type = 'PolyhedronBufferGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + radius = radius || 1; + detail = detail || 0; + + // default buffer data + + var vertexBuffer = []; + var uvBuffer = []; + + // the subdivision creates the vertex buffer data + + subdivide( detail ); + + // all vertices should lie on a conceptual sphere with a given radius + + appplyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + if ( detail === 0 ) { + + this.computeVertexNormals(); // flat normals + + } else { + + this.normalizeNormals(); // smooth normals + + } + + // helper functions + + function subdivide( detail ) { + + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); + + // iterate over all faces and apply a subdivison with the given detail value + + for ( var i = 0; i < indices.length; i += 3 ) { + + // get the vertices of the face + + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); + + // perform subdivision + + subdivideFace( a, b, c, detail ); + + } + + } + + function subdivideFace( a, b, c, detail ) { + + var cols = Math.pow( 2, detail ); + + // we use this multidimensional array as a data structure for creating the subdivision + + var v = []; + + var i, j; + + // construct all of the vertices for this subdivision + + for ( i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = a.clone().lerp( c, i / cols ); + var bj = b.clone().lerp( c, i / cols ); + + var rows = cols - i; + + for ( j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( i = 0; i < cols; i ++ ) { + + for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function appplyRadius( radius ) { + + var vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + var vertex = new Vector3(); + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + var u = azimuth( vertex ) / 2 / Math.PI + 0.5; + var v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( var i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + var x0 = uvBuffer[ i + 0 ]; + var x1 = uvBuffer[ i + 2 ]; + var x2 = uvBuffer[ i + 4 ]; + + var max = Math.max( x0, x1, x2 ); + var min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + var stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); + + var centroid = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + var azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + +} + +PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// TetrahedronGeometry + +function TetrahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); +TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + +// TetrahedronBufferGeometry + +function TetrahedronBufferGeometry( radius, detail ) { + + var vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'TetrahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; + +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// OctahedronGeometry + +function OctahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +OctahedronGeometry.prototype = Object.create( Geometry.prototype ); +OctahedronGeometry.prototype.constructor = OctahedronGeometry; + +// OctahedronBufferGeometry + +function OctahedronBufferGeometry( radius, detail ) { + + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, + 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; + + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, + 0, 5, 2, 1, 2, 5, 1, 5, 3, + 1, 3, 4, 1, 4, 2 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'OctahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// IcosahedronGeometry + +function IcosahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); +IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + +// IcosahedronBufferGeometry + +function IcosahedronBufferGeometry( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + var indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'IcosahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; + +/** + * @author Abe Pazos / https://hamoid.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +// DodecahedronGeometry + +function DodecahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); +DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + +// DodecahedronBufferGeometry + +function DodecahedronBufferGeometry( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; + + var vertices = [ + + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'DodecahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + +/** + * @author oosmoxiecode / https://github.com/oosmoxiecode + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * @author Mugen87 / https://github.com/Mugen87 + * + */ + +// TubeGeometry + +function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { + + Geometry.call( this ); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); + + var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); + + // expose internals + + this.tangents = bufferGeometry.tangents; + this.normals = bufferGeometry.normals; + this.binormals = bufferGeometry.binormals; + + // create geometry + + this.fromBufferGeometry( bufferGeometry ); + this.mergeVertices(); + +} + +TubeGeometry.prototype = Object.create( Geometry.prototype ); +TubeGeometry.prototype.constructor = TubeGeometry; + +// TubeBufferGeometry + +function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { + + BufferGeometry.call( this ); + + this.type = 'TubeBufferGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + tubularSegments = tubularSegments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; + + var frames = path.computeFrenetFrames( tubularSegments, closed ); + + // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; + + // helper variables + + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); + var P = new Vector3(); + + var i, j; + + // buffer + + var vertices = []; + var normals = []; + var uvs = []; + var indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( 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 + + var N = frames.normals[ i ]; + var B = frames.binormals[ i ]; + + // generate normals and vertices for the current segment + + for ( j = 0; j <= radialSegments; j ++ ) { + + var v = j / radialSegments * Math.PI * 2; + + var sin = Math.sin( v ); + var 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 ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + for ( j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + +} + +TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + +/** + * @author oosmoxiecode + * @author Mugen87 / https://github.com/Mugen87 + * + * based on http://www.blackpawn.com/texts/pqtorus/ + */ + +// TorusKnotGeometry + +function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + + Geometry.call( this ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + +} + +TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); +TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + +// TorusKnotBufferGeometry + +function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { + + BufferGeometry.call( this ); + + this.type = 'TorusKnotBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + radius = radius || 1; + tube = tube || 0.4; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var i, j; + + var vertex = new Vector3(); + var normal = new Vector3(); + + var P1 = new Vector3(); + var P2 = new Vector3(); + + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); + + // generate vertices, normals and uvs + + for ( i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + + var u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + // indices + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + +} + +TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + +/** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// TorusGeometry + +function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + Geometry.call( this ); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + this.mergeVertices(); + +} + +TorusGeometry.prototype = Object.create( Geometry.prototype ); +TorusGeometry.prototype.constructor = TorusGeometry; + +// TorusBufferGeometry + +function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + BufferGeometry.call( this ); + + this.type = 'TorusBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 1; + tube = tube || 0.4; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); + + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= radialSegments; j ++ ) { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + // vertex + + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( j = 1; j <= radialSegments; j ++ ) { + + for ( i = 1; i <= tubularSegments; i ++ ) { + + // indices + + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + +/** + * @author Mugen87 / https://github.com/Mugen87 + * Port from https://github.com/mapbox/earcut (v2.1.2) + */ + +var Earcut = { + + triangulate: function ( data, holeIndices, dim ) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, + outerNode = linkedList( data, 0, outerLen, dim, true ), + triangles = []; + + if ( ! outerNode ) return triangles; + + var 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 ( var 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 ) { + + var 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; + + var 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 ); + + var 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 vertice 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( 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 ) { + + var 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 + var 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 ) { + + var 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 + + var 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; + + var minZ = zOrder( minTX, minTY, minX, minY, invSize ), + maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); + + // first look for points inside the triangle in increasing z-order + + var p = ear.nextZ; + + while ( p && p.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.nextZ; + + } + + // then look for points in decreasing z-order + + p = ear.prevZ; + + 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; + + } + + return true; + +} + +// go through all polygon nodes and cure small local self-intersections + +function cureLocalIntersections( start, triangles, dim ) { + + var p = start; + + do { + + var 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 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 + + var a = start; + + do { + + var b = a.next.next; + + while ( b !== a.prev ) { + + if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + + // split the polygon in two by the diagonal + + var 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 ) { + + var queue = [], 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 ) { + + var b = splitPolygon( outerNode, hole ); + + filterPoints( b, b.next ); + + } + +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon + +function findHoleBridge( hole, outerNode ) { + + var p = outerNode, + hx = hole.x, + hy = hole.y, + 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 ) { + + var 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.prev; // hole touches outer segment; pick lower 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 + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m.next; + + while ( p !== stop ) { + + 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 ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } + + return m; + +} + +// interlink polygon nodes in z-order + +function indexCurve( start, minX, minY, invSize ) { + + var 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 ) { + + var 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 ) { + + var p = start, leftmost = start; + + do { + + if ( p.x < leftmost.x ) 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 ) && + locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); + +} + +// 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 ) { + + if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || + ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; + + return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && + area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; + +} + +// check if a polygon diagonal intersects any polygon segments + +function intersectsPolygon( a, b ) { + + var 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 ) { + + var p = a, + inside = false, + 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 ) { + + var a2 = new Node( a.i, a.x, a.y ), + b2 = new Node( 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 ) { + + var p = new Node( 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( i, x, y ) { + + // vertice index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertice 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 ) { + + var sum = 0; + + for ( var i = start, j = end - dim; i < end; i += dim ) { + + sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); + j = i; + + } + + return sum; + +} + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +var ShapeUtils = { + + // calculate area of the contour polygon + + area: function ( contour ) { + + var n = contour.length; + var a = 0.0; + + for ( var 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; + + }, + + isClockWise: function ( pts ) { + + return ShapeUtils.area( pts ) < 0; + + }, + + triangulateShape: function ( contour, holes ) { + + function removeDupEndPts( points ) { + + var l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + + } + + function addContour( vertices, contour ) { + + for ( var i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + + } + + var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + var holeIndices = []; // array of hole indices + var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + var holeIndex = contour.length; + holes.forEach( removeDupEndPts ); + + for ( i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + var triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( var i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + +}; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * amount: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * frames: // containing arrays of tangents, normals, binormals + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ + +// ExtrudeGeometry + +function ExtrudeGeometry( shapes, options ) { + + Geometry.call( this ); + + this.type = 'ExtrudeGeometry'; + + this.parameters = { + shapes: shapes, + options: options + }; + + this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); + this.mergeVertices(); + +} + +ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); +ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + +// ExtrudeBufferGeometry + +function ExtrudeBufferGeometry( shapes, options ) { + + if ( typeof ( shapes ) === "undefined" ) { + + return; + + } + + BufferGeometry.call( this ); + + this.type = 'ExtrudeBufferGeometry'; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeVertexNormals(); + + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides + + //this.computeVertexNormals(); + + //console.log( "took", ( Date.now() - startTime ) ); + +} + +ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; + +ExtrudeBufferGeometry.prototype.getArrays = function () { + + var positionAttribute = this.getAttribute( "position" ); + var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : []; + + var uvAttribute = this.getAttribute( "uv" ); + var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : []; + + var IndexAttribute = this.index; + var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : []; + + return { + position: verticesArray, + uv: uvArray, + index: indicesArray + }; + +}; + +ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) { + + var sl = shapes.length; + options.arrays = this.getArrays(); + + for ( var s = 0; s < sl; s ++ ) { + + var shape = shapes[ s ]; + this.addShape( shape, options ); + + } + + this.setIndex( options.arrays.index ); + this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); + +}; + +ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { + + var arrays = options.arrays ? options.arrays : this.getArrays(); + var verticesArray = arrays.position; + var indicesArray = arrays.index; + var uvArray = arrays.uv; + + var placeholder = []; + + + var amount = options.amount !== undefined ? options.amount : 100; + + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var steps = options.steps !== undefined ? options.steps : 1; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; + + var 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 = options.frames !== undefined ? options.frames : 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; + + } + + // Variables initialization + + var ahole, h, hl; // looping of holes + var scope = this; + + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var 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 ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + + var faces = ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + 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 ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, 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. + + var 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 + + var v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + var 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 + + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + 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 + + var 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 ); + + } + + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], + oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (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 ( b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + 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 + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount / 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 ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount + 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() { + + var start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + var layer = 0; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + scope.addGroup( start, verticesArray.length / 3 - start, options.material !== undefined ? options.material : 0 ); + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + var start = verticesArray.length / 3; + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1 ); + + + } + + function sidewalls( contour, layeroffset ) { + + var j, k; + i = contour.length; + + while ( -- i >= 0 ) { + + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, + sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + + var 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 ); + + var nextIndex = verticesArray.length / 3; + var 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 ); + + + var nextIndex = verticesArray.length / 3; + var 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 ) { + + indicesArray.push( verticesArray.length / 3 ); + 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 ); + + } + + if ( ! options.arrays ) { + + this.setIndex( indicesArray ); + this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + + } + +}; + +ExtrudeGeometry.WorldUVGenerator = { + + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var c_x = vertices[ indexC * 3 ]; + var 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 ) { + + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var a_z = vertices[ indexA * 3 + 2 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var b_z = vertices[ indexB * 3 + 2 ]; + var c_x = vertices[ indexC * 3 ]; + var c_y = vertices[ indexC * 3 + 1 ]; + var c_z = vertices[ indexC * 3 + 2 ]; + var d_x = vertices[ indexD * 3 ]; + var d_y = vertices[ indexD * 3 + 1 ]; + var d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < 0.01 ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; + + } else { + + 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 ) + ]; + + } + + } +}; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ + +// TextGeometry + +function TextGeometry( text, parameters ) { + + Geometry.call( this ); + + this.type = 'TextGeometry'; + + this.parameters = { + text: text, + parameters: parameters + }; + + this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); + this.mergeVertices(); + +} + +TextGeometry.prototype = Object.create( Geometry.prototype ); +TextGeometry.prototype.constructor = TextGeometry; + +// TextBufferGeometry + +function TextBufferGeometry( text, parameters ) { + + parameters = parameters || {}; + + var font = parameters.font; + + if ( ! ( font && font.isFont ) ) { + + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new Geometry(); + + } + + var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); + + // translate parameters to ExtrudeGeometry API + + parameters.amount = parameters.height !== undefined ? parameters.height : 50; + + // defaults + + if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; + if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; + if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + + ExtrudeBufferGeometry.call( this, shapes, parameters ); + + this.type = 'TextBufferGeometry'; + +} + +TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); +TextBufferGeometry.prototype.constructor = TextBufferGeometry; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + */ + +// SphereGeometry + +function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +SphereGeometry.prototype = Object.create( Geometry.prototype ); +SphereGeometry.prototype.constructor = SphereGeometry; + +// SphereBufferGeometry + +function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'SphereBufferGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 1; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var thetaEnd = thetaStart + thetaLength; + + var ix, iy; + + var index = 0; + var grid = []; + + var vertex = new Vector3(); + var normal = new Vector3(); + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy <= heightSegments; iy ++ ) { + + var verticesRow = []; + + var v = iy / heightSegments; + + for ( ix = 0; ix <= widthSegments; ix ++ ) { + + var 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.set( vertex.x, vertex.y, vertex.z ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( iy = 0; iy < heightSegments; iy ++ ) { + + for ( ix = 0; ix < widthSegments; ix ++ ) { + + var a = grid[ iy ][ ix + 1 ]; + var b = grid[ iy ][ ix ]; + var c = grid[ iy + 1 ][ ix ]; + var 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + +/** + * @author Kaleb Murphy + * @author Mugen87 / https://github.com/Mugen87 + */ + +// RingGeometry + +function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +RingGeometry.prototype = Object.create( Geometry.prototype ); +RingGeometry.prototype.constructor = RingGeometry; + +// RingBufferGeometry + +function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'RingBufferGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 0.5; + outerRadius = outerRadius || 1; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // some helper variables + + var segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= phiSegments; j ++ ) { + + for ( i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( j = 0; j < phiSegments; j ++ ) { + + var thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( i = 0; i < thetaSegments; i ++ ) { + + segment = i + thetaSegmentLevel; + + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +RingBufferGeometry.prototype.constructor = RingBufferGeometry; + +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + * @author Mugen87 / https://github.com/Mugen87 + */ + +// LatheGeometry + +function LatheGeometry( points, segments, phiStart, phiLength ) { + + Geometry.call( this ); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + +} + +LatheGeometry.prototype = Object.create( Geometry.prototype ); +LatheGeometry.prototype.constructor = LatheGeometry; + +// LatheBufferGeometry + +function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + + BufferGeometry.call( this ); + + this.type = 'LatheBufferGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; + + // clamp phiLength so it's in range of [ 0, 2PI ] + + phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); + + + // buffers + + var indices = []; + var vertices = []; + var uvs = []; + + // helper variables + + var base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; + + // generate vertices and uvs + + for ( i = 0; i <= segments; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); + + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + + } + + } + + // indices + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < ( points.length - 1 ); j ++ ) { + + base = j + i * points.length; + + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // generate normals + + this.computeVertexNormals(); + + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + + if ( phiLength === Math.PI * 2 ) { + + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); + + // this is the buffer offset for the last line of vertices + + base = segments * points.length * 3; + + for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + + // select the normal of the vertex in the first line + + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; + + // select the normal of the vertex in the last line + + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; + + // average normals + + n.addVectors( n1, n2 ).normalize(); + + // assign the new values to both normals + + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + + } + + } + +} + +LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + +/** + * @author jonobr1 / http://jonobr1.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +// ShapeGeometry + +function ShapeGeometry( shapes, curveSegments ) { + + Geometry.call( this ); + + this.type = 'ShapeGeometry'; + + if ( typeof curveSegments === 'object' ) { + + console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); + + curveSegments = curveSegments.curveSegments; + + } + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); + this.mergeVertices(); + +} + +ShapeGeometry.prototype = Object.create( Geometry.prototype ); +ShapeGeometry.prototype.constructor = ShapeGeometry; + +ShapeGeometry.prototype.toJSON = function () { + + var data = Geometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + +}; + +// ShapeBufferGeometry + +function ShapeBufferGeometry( shapes, curveSegments ) { + + BufferGeometry.call( this ); + + this.type = 'ShapeBufferGeometry'; + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + curveSegments = curveSegments || 12; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var groupStart = 0; + var groupCount = 0; + + // allow single and array values for "shapes" parameter + + if ( Array.isArray( shapes ) === false ) { + + addShape( shapes ); + + } else { + + for ( var 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + + // helper functions + + function addShape( shape ) { + + var i, l, shapeHole; + + var indexOffset = vertices.length / 3; + var points = shape.extractPoints( curveSegments ); + + var shapeVertices = points.shape; + var shapeHoles = points.holes; + + // check direction of vertices + + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + + shapeVertices = shapeVertices.reverse(); + + // also check if holes are in the opposite direction + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + + shapeHoles[ i ] = shapeHole.reverse(); + + } + + } + + } + + var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + + // join vertices of inner and outer paths to a single array + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); + + } + + // vertices, normals, uvs + + for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + + var 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 ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var a = face[ 0 ] + indexOffset; + var b = face[ 1 ] + indexOffset; + var c = face[ 2 ] + indexOffset; + + indices.push( a, b, c ); + groupCount += 3; + + } + + } + +} + +ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + +ShapeBufferGeometry.prototype.toJSON = function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + +}; + +// + +function toJSON( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + +} + +/** + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + +function EdgesGeometry( geometry, thresholdAngle ) { + + BufferGeometry.call( this ); + + this.type = 'EdgesGeometry'; + + this.parameters = { + thresholdAngle: thresholdAngle + }; + + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + // buffer + + var vertices = []; + + // helper variables + + var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); + var edge = [ 0, 0 ], edges = {}, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + + // prepare source geometry + + var geometry2; + + if ( geometry.isBufferGeometry ) { + + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); + + } else { + + geometry2 = geometry.clone(); + + } + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var sourceVertices = geometry2.vertices; + var faces = geometry2.faces; + + // now create a data structure where each entry represents an edge with its adjoining faces + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; + + } else { + + edges[ key ].face2 = i; + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + var e = edges[ key ]; + + // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. + + if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { + + var vertex = sourceVertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex = sourceVertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + // build geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + +} + +EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); +EdgesGeometry.prototype.constructor = EdgesGeometry; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// CylinderGeometry + +function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +CylinderGeometry.prototype = Object.create( Geometry.prototype ); +CylinderGeometry.prototype.constructor = CylinderGeometry; + +// CylinderBufferGeometry + +function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'CylinderBufferGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + var scope = this; + + radiusTop = radiusTop !== undefined ? radiusTop : 1; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; + height = height || 1; + + radialSegments = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; + + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var index = 0; + var indexArray = []; + var halfHeight = height / 2; + var groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); + + var groupCount = 0; + + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( y = 0; y <= heightSegments; y ++ ) { + + var indexRow = []; + + var v = y / heightSegments; + + // calculate the radius of the current row + + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + var theta = u * thetaLength + thetaStart; + + var sinTheta = Math.sin( theta ); + var 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 ( x = 0; x < radialSegments; x ++ ) { + + for ( y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + var a = indexArray[ y ][ x ]; + var b = indexArray[ y + 1 ][ x ]; + var c = indexArray[ y + 1 ][ x + 1 ]; + var 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 ) { + + var x, centerIndexStart, centerIndexEnd; + + var uv = new Vector2(); + var vertex = new Vector3(); + + var groupCount = 0; + + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; + + // save the index of the first center vertex + centerIndexStart = index; + + // 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 ( 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 + + centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; + + var cosTheta = Math.cos( theta ); + var 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 ( x = 0; x < radialSegments; x ++ ) { + + var c = centerIndexStart + x; + var 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; + + } + +} + +CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + +/** + * @author abelnation / http://github.com/abelnation + */ + +// ConeGeometry + +function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + CylinderGeometry.call( this, 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 + }; + +} + +ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); +ConeGeometry.prototype.constructor = ConeGeometry; + +// ConeBufferGeometry + +function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeBufferGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + +} + +ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); +ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + * @author hughes + */ + +// CircleGeometry + +function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +CircleGeometry.prototype = Object.create( Geometry.prototype ); +CircleGeometry.prototype.constructor = CircleGeometry; + +// CircleBufferGeometry + +function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'CircleBufferGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 1; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var i, s; + var vertex = new Vector3(); + var uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + var segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + + + +var Geometries = Object.freeze({ + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + ParametricBufferGeometry: ParametricBufferGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TetrahedronBufferGeometry: TetrahedronBufferGeometry, + OctahedronGeometry: OctahedronGeometry, + OctahedronBufferGeometry: OctahedronBufferGeometry, + IcosahedronGeometry: IcosahedronGeometry, + IcosahedronBufferGeometry: IcosahedronBufferGeometry, + DodecahedronGeometry: DodecahedronGeometry, + DodecahedronBufferGeometry: DodecahedronBufferGeometry, + PolyhedronGeometry: PolyhedronGeometry, + PolyhedronBufferGeometry: PolyhedronBufferGeometry, + TubeGeometry: TubeGeometry, + TubeBufferGeometry: TubeBufferGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + TextBufferGeometry: TextBufferGeometry, + SphereGeometry: SphereGeometry, + SphereBufferGeometry: SphereBufferGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneGeometry: PlaneGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ShapeBufferGeometry: ShapeBufferGeometry, + ExtrudeGeometry: ExtrudeGeometry, + ExtrudeBufferGeometry: ExtrudeBufferGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleGeometry: CircleGeometry, + CircleBufferGeometry: CircleBufferGeometry, + BoxGeometry: BoxGeometry, + BoxBufferGeometry: BoxBufferGeometry +}); + +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * color: , + * opacity: + * } + */ + +function ShadowMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShadowMaterial'; + + this.color = new Color( 0x000000 ); + this.opacity = 1.0; + + this.lights = true; + this.transparent = true; + + this.setValues( parameters ); + +} + +ShadowMaterial.prototype = Object.create( Material.prototype ); +ShadowMaterial.prototype.constructor = ShadowMaterial; + +ShadowMaterial.prototype.isShadowMaterial = true; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function RawShaderMaterial( parameters ) { + + ShaderMaterial.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + +} + +RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); +RawShaderMaterial.prototype.constructor = RawShaderMaterial; + +RawShaderMaterial.prototype.isRawShaderMaterial = true; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshStandardMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; + + 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.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.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshStandardMaterial.prototype = Object.create( Material.prototype ); +MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + +MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + +MeshStandardMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, 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.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.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: + * } + */ + +function MeshPhysicalMaterial( parameters ) { + + MeshStandardMaterial.call( this ); + + this.defines = { 'PHYSICAL': '' }; + + this.type = 'MeshPhysicalMaterial'; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + +} + +MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); +MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + +MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + +MeshPhysicalMaterial.prototype.copy = function ( source ) { + + MeshStandardMaterial.prototype.copy.call( this, source ); + + this.defines = { 'PHYSICAL': '' }; + + this.reflectivity = source.reflectivity; + + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshPhongMaterial( parameters ) { + + Material.call( this ); + + 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.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.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshPhongMaterial.prototype = Object.create( Material.prototype ); +MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + +MeshPhongMaterial.prototype.isMeshPhongMaterial = true; + +MeshPhongMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, 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.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.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * gradientMap: new THREE.Texture( ) + * } + */ + +function MeshToonMaterial( parameters ) { + + MeshPhongMaterial.call( this ); + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + this.gradientMap = null; + + this.setValues( parameters ); + +} + +MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); +MeshToonMaterial.prototype.constructor = MeshToonMaterial; + +MeshToonMaterial.prototype.isMeshToonMaterial = true; + +MeshToonMaterial.prototype.copy = function ( source ) { + + MeshPhongMaterial.prototype.copy.call( this, source ); + + this.gradientMap = source.gradientMap; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * opacity: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshNormalMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshNormalMaterial'; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + 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.lights = false; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshNormalMaterial.prototype = Object.create( Material.prototype ); +MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + +MeshNormalMaterial.prototype.isMeshNormalMaterial = true; + +MeshNormalMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + 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.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshLambertMaterial( parameters ) { + + Material.call( this ); + + 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.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshLambertMaterial.prototype = Object.create( Material.prototype ); +MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + +MeshLambertMaterial.prototype.isMeshLambertMaterial = true; + +MeshLambertMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, 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.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ + +function LineDashedMaterial( parameters ) { + + LineBasicMaterial.call( this ); + + this.type = 'LineDashedMaterial'; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + +} + +LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); +LineDashedMaterial.prototype.constructor = LineDashedMaterial; + +LineDashedMaterial.prototype.isLineDashedMaterial = true; + +LineDashedMaterial.prototype.copy = function ( source ) { + + LineBasicMaterial.prototype.copy.call( this, source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + +}; + + + +var Materials = Object.freeze({ + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshToonMaterial: MeshToonMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshDistanceMaterial: MeshDistanceMaterial, + MeshBasicMaterial: MeshBasicMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material +}); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var 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 = {}; + + } + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LoadingManager( onLoad, onProgress, onError ) { + + var scope = this; + + var isLoading = false; + var itemsLoaded = 0; + var itemsTotal = 0; + var urlModifier = undefined; + + 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; + + }; + +} + +var DefaultLoadingManager = new LoadingManager(); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var loading = {}; + +function FileLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( FileLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + var scope = this; + + var 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 + var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + var dataUriRegexResult = url.match( dataUriRegex ); + + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { + + var mimeType = dataUriRegexResult[ 1 ]; + var isBase64 = !! dataUriRegexResult[ 2 ]; + var data = dataUriRegexResult[ 3 ]; + + data = window.decodeURIComponent( data ); + + if ( isBase64 ) data = window.atob( data ); + + try { + + var response; + var responseType = ( this.responseType || '' ).toLowerCase(); + + switch ( responseType ) { + + case 'arraybuffer': + case 'blob': + + var view = new Uint8Array( data.length ); + + for ( var 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': + + var 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 + window.setTimeout( function () { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } catch ( error ) { + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { + + if ( onError ) onError( error ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + }, 0 ); + + } + + } else { + + // Initialise array for duplicate requests + + loading[ url ] = []; + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + var request = new XMLHttpRequest(); + + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = this.response; + + Cache.add( url, response ); + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + if ( this.status === 200 ) { + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); + + } + + scope.manager.itemEnd( url ); + + } else if ( this.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); + + } + + scope.manager.itemEnd( url ); + + } else { + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } + + }, false ); + + request.addEventListener( 'progress', function ( event ) { + + var callbacks = loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + }, false ); + + request.addEventListener( 'error', function ( event ) { + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemEnd( url ); + scope.manager.itemError( 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 ( var header in this.requestHeader ) { + + request.setRequestHeader( header, this.requestHeader[ header ] ); + + } + + request.send( null ); + + } + + scope.manager.itemStart( url ); + + return request; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + }, + + setMimeType: function ( value ) { + + this.mimeType = value; + return this; + + }, + + setRequestHeader: function ( value ) { + + this.requestHeader = value; + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ + +function CompressedTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + // override in sub classes + this._parser = null; + +} + +Object.assign( CompressedTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var images = []; + + var texture = new CompressedTexture(); + texture.image = images; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) + texture.minFilter = LinearFilter; + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + var loaded = 0; + + for ( var i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + if ( texDatas.isCubemap ) { + + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( var f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +/** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ + +function DataTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + // override in sub classes + this._parser = null; + +} + +Object.assign( DataTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new DataTexture(); + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + + loader.load( url, function ( buffer ) { + + var texData = scope._parser( buffer ); + + if ( ! texData ) return; + + if ( undefined !== texData.image ) { + + texture.image = texData.image; + + } else if ( undefined !== texData.data ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; + + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + + if ( undefined !== texData.format ) { + + texture.format = texData.format; + + } + if ( undefined !== texData.type ) { + + texture.type = texData.type; + + } + + if ( undefined !== texData.mipmaps ) { + + texture.mipmaps = texData.mipmaps; + + } + + if ( 1 === texData.mipmapCount ) { + + texture.minFilter = LinearFilter; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function ImageLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( ImageLoader.prototype, { + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + + image.addEventListener( 'load', function () { + + Cache.add( url, this ); + + if ( onLoad ) onLoad( this ); + + scope.manager.itemEnd( url ); + + }, false ); + + /* + image.addEventListener( 'progress', function ( event ) { + + if ( onProgress ) onProgress( event ); + + }, false ); + */ + + image.addEventListener( 'error', function ( event ) { + + if ( onError ) onError( event ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + }, false ); + + if ( url.substr( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function CubeTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( CubeTextureLoader.prototype, { + + crossOrigin: 'Anonymous', + + load: function ( urls, onLoad, onProgress, onError ) { + + var texture = new CubeTexture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + var 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 ( var i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function TextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( TextureLoader.prototype, { + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + var texture = new Texture(); + + var 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. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u ) + * .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. + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +function Curve() { + + this.type = 'Curve'; + + this.arcLengthDivisions = 200; + +} + +Object.assign( Curve.prototype, { + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint: function ( /* 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: function ( u, optionalTarget ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + }, + + // Get sequence of points using getPoint( t ) + + getPoints: function ( divisions ) { + + if ( divisions === undefined ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + }, + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints: function ( divisions ) { + + if ( divisions === undefined ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + }, + + // Get total curve arc length + + getLength: function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + }, + + // Get list of cumulative segment lengths + + getLengths: function ( divisions ) { + + if ( divisions === undefined ) divisions = this.arcLengthDivisions; + + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { + + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + + }, + + updateArcLengths: function () { + + this.needsUpdate = true; + this.getLengths(); + + }, + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + getUtoTmapping: function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var 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 + + var 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 + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var 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: function ( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); + + }, + + getTangentAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + + }, + + computeFrenetFrames: function ( segments, closed ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + var normal = new Vector3(); + + var tangents = []; + var normals = []; + var binormals = []; + + var vec = new Vector3(); + var mat = new Matrix4(); + + var i, u, theta; + + // compute the tangent vectors for each segment on the curve + + for ( i = 0; i <= segments; i ++ ) { + + u = i / segments; + + tangents[ i ] = this.getTangentAt( u ); + 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(); + var min = Number.MAX_VALUE; + var tx = Math.abs( tangents[ 0 ].x ); + var ty = Math.abs( tangents[ 0 ].y ); + var 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 ( 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(); + + theta = Math.acos( _Math.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 ) { + + theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( 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: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + }, + + fromJSON: function ( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + +} ); + +function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + Curve.call( this ); + + this.type = 'EllipseCurve'; + + this.aX = aX || 0; + this.aY = aY || 0; + + this.xRadius = xRadius || 1; + this.yRadius = yRadius || 1; + + this.aStartAngle = aStartAngle || 0; + this.aEndAngle = aEndAngle || 2 * Math.PI; + + this.aClockwise = aClockwise || false; + + this.aRotation = aRotation || 0; + +} + +EllipseCurve.prototype = Object.create( Curve.prototype ); +EllipseCurve.prototype.constructor = EllipseCurve; + +EllipseCurve.prototype.isEllipseCurve = true; + +EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var twoPi = Math.PI * 2; + var deltaAngle = this.aEndAngle - this.aStartAngle; + var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + var angle = this.aStartAngle + t * deltaAngle; + var x = this.aX + this.xRadius * Math.cos( angle ); + var y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + var cos = Math.cos( this.aRotation ); + var sin = Math.sin( this.aRotation ); + + var tx = x - this.aX; + var ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + +}; + +EllipseCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, 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; + +}; + + +EllipseCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + 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; + +}; + +EllipseCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, 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; + +}; + +function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.type = 'ArcCurve'; + +} + +ArcCurve.prototype = Object.create( EllipseCurve.prototype ); +ArcCurve.prototype.constructor = ArcCurve; + +ArcCurve.prototype.isArcCurve = true; + +/** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + +/* +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() { + + var 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] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + var t2 = t * t; + var t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + +} + +// + +var tmp = new Vector3(); +var px = new CubicPoly(); +var py = new CubicPoly(); +var pz = new CubicPoly(); + +function CatmullRomCurve3( points, closed, curveType, tension ) { + + Curve.call( this ); + + this.type = 'CatmullRomCurve3'; + + this.points = points || []; + this.closed = closed || false; + this.curveType = curveType || 'centripetal'; + this.tension = tension || 0.5; + +} + +CatmullRomCurve3.prototype = Object.create( Curve.prototype ); +CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + +CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; + +CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var points = this.points; + var l = points.length; + + var p = ( l - ( this.closed ? 0 : 1 ) ) * t; + var intPoint = Math.floor( p ); + var weight = p - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + var p0, p1, p2, p3; // 4 points + + 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; + + } + + p1 = points[ intPoint % l ]; + 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 + var pow = this.curveType === 'chordal' ? 0.5 : 0.25; + var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + 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; + +}; + +CatmullRomCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + +}; + +CatmullRomCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + +}; + +CatmullRomCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var 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; + +}; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Bezier Curves formulas obtained from + * http://en.wikipedia.org/wiki/Bézier_curve + */ + +function CatmullRom( t, p0, p1, p2, p3 ) { + + 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; + +} + +// + +function QuadraticBezierP0( t, p ) { + + var 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 ) { + + var k = 1 - t; + return k * k * k * p; + +} + +function CubicBezierP1( t, p ) { + + var 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 ); + +} + +function CubicBezierCurve( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + this.v3 = v3 || new Vector2(); + +} + +CubicBezierCurve.prototype = Object.create( Curve.prototype ); +CubicBezierCurve.prototype.constructor = CubicBezierCurve; + +CubicBezierCurve.prototype.isCubicBezierCurve = true; + +CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var 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; + +}; + +CubicBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + +}; + +CubicBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + +}; + +CubicBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + +}; + +function CubicBezierCurve3( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + this.v3 = v3 || new Vector3(); + +} + +CubicBezierCurve3.prototype = Object.create( Curve.prototype ); +CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + +CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; + +CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var 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; + +}; + +CubicBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + +}; + +CubicBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + +}; + +CubicBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + +}; + +function LineCurve( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve'; + + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + +} + +LineCurve.prototype = Object.create( Curve.prototype ); +LineCurve.prototype.constructor = LineCurve; + +LineCurve.prototype.isLineCurve = true; + +LineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + 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 + +LineCurve.prototype.getPointAt = function ( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + +}; + +LineCurve.prototype.getTangent = function ( /* t */ ) { + + var tangent = this.v2.clone().sub( this.v1 ); + + return tangent.normalize(); + +}; + +LineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +LineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +LineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function LineCurve3( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve3'; + + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + +} + +LineCurve3.prototype = Object.create( Curve.prototype ); +LineCurve3.prototype.constructor = LineCurve3; + +LineCurve3.prototype.isLineCurve3 = true; + +LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + 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 + +LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + +}; + +LineCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +LineCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +LineCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function QuadraticBezierCurve( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + +} + +QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); +QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + +QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; + +QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var 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; + +}; + +QuadraticBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +QuadraticBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +QuadraticBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function QuadraticBezierCurve3( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + +} + +QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); +QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + +QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; + +QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var 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; + +}; + +QuadraticBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +QuadraticBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function SplineCurve( points /* array of Vector2 */ ) { + + Curve.call( this ); + + this.type = 'SplineCurve'; + + this.points = points || []; + +} + +SplineCurve.prototype = Object.create( Curve.prototype ); +SplineCurve.prototype.constructor = SplineCurve; + +SplineCurve.prototype.isSplineCurve = true; + +SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var points = this.points; + var p = ( points.length - 1 ) * t; + + var intPoint = Math.floor( p ); + var weight = p - intPoint; + + var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + var p1 = points[ intPoint ]; + var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var 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; + +}; + +SplineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + +}; + +SplineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + +}; + +SplineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + +}; + + + +var Curves = Object.freeze({ + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve +}); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +function CurvePath() { + + Curve.call( this ); + + this.type = 'CurvePath'; + + this.curves = []; + this.autoClose = false; // Automatically closes the path + +} + +CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + + constructor: CurvePath, + + add: function ( curve ) { + + this.curves.push( curve ); + + }, + + closePath: function () { + + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[ 0 ].getPoint( 0 ); + var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + 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: function ( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + var diff = curveLengths[ i ] - d; + var curve = this.curves[ i ]; + + var segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + }, + + copy: function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.curves = []; + + for ( var i = 0, l = source.curves.length; i < l; i ++ ) { + + var curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + }, + + toJSON: function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( var i = 0, l = this.curves.length; i < l; i ++ ) { + + var curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( var i = 0, l = json.curves.length; i < l; i ++ ) { + + var curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + **/ + +function Path( points ) { + + CurvePath.call( this ); + + this.type = 'Path'; + + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + +} + +Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { + + constructor: Path, + + setFromPoints: function ( points ) { + + this.moveTo( points[ 0 ].x, points[ 0 ].y ); + + for ( var i = 1, l = points.length; i < l; i ++ ) { + + this.lineTo( points[ i ].x, points[ i ].y ); + + } + + }, + + moveTo: function ( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + }, + + lineTo: function ( x, y ) { + + var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + var curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + var curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + splineThru: function ( pts /*Array of Vector*/ ) { + + var npts = [ this.currentPoint.clone() ].concat( pts ); + + var curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + }, + + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }, + + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + }, + + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + }, + + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var 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 + var firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + }, + + copy: function ( source ) { + + CurvePath.prototype.copy.call( this, source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + }, + + toJSON: function () { + + var data = CurvePath.prototype.toJSON.call( this ); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + }, + + fromJSON: function ( json ) { + + CurvePath.prototype.fromJSON.call( this, json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +function Shape( points ) { + + Path.call( this, points ); + + this.uuid = _Math.generateUUID(); + + this.type = 'Shape'; + + this.holes = []; + +} + +Shape.prototype = Object.assign( Object.create( Path.prototype ), { + + constructor: Shape, + + getPointsHoles: function ( divisions ) { + + var holesPts = []; + + for ( var 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: function ( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + }, + + copy: function ( source ) { + + Path.prototype.copy.call( this, source ); + + this.holes = []; + + for ( var i = 0, l = source.holes.length; i < l; i ++ ) { + + var hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + }, + + toJSON: function () { + + var data = Path.prototype.toJSON.call( this ); + + data.uuid = this.uuid; + data.holes = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + var hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Path.prototype.fromJSON.call( this, json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( var i = 0, l = json.holes.length; i < l; i ++ ) { + + var hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Light( color, intensity ) { + + Object3D.call( this ); + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; + + this.receiveShadow = undefined; + +} + +Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Light, + + isLight: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, 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; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function HemisphereLight( skyColor, groundColor, intensity ) { + + Light.call( this, skyColor, intensity ); + + this.type = 'HemisphereLight'; + + this.castShadow = undefined; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + +} + +HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: HemisphereLight, + + isHemisphereLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LightShadow( camera ) { + + this.camera = camera; + + this.bias = 0; + this.radius = 1; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.matrix = new Matrix4(); + +} + +Object.assign( LightShadow.prototype, { + + copy: function ( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + toJSON: function () { + + var object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function SpotLightShadow() { + + LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + +} + +SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: SpotLightShadow, + + isSpotLightShadow: true, + + update: function ( light ) { + + var camera = this.camera; + + var fov = _Math.RAD2DEG * 2 * light.angle; + var aspect = this.mapSize.width / this.mapSize.height; + var 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(); + + } + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / Math.PI; + + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new SpotLightShadow(); + +} + +SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: SpotLight, + + isSpotLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, 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; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +function PointLight( color, intensity, distance, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'PointLight'; + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * 4 * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / ( 4 * Math.PI ); + + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + +} + +PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: PointLight, + + isPointLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function DirectionalLightShadow( ) { + + LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + +} + +DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: DirectionalLightShadow + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function DirectionalLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + +} + +DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: DirectionalLight, + + isDirectionalLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function AmbientLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'AmbientLight'; + + this.castShadow = undefined; + +} + +AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: AmbientLight, + + isAmbientLight: true + +} ); + +/** + * @author abelnation / http://github.com/abelnation + */ + +function RectAreaLight( color, intensity, width, height ) { + + Light.call( this, color, intensity ); + + this.type = 'RectAreaLight'; + + this.position.set( 0, 1, 0 ); + this.updateMatrix(); + + this.width = ( width !== undefined ) ? width : 10; + this.height = ( height !== undefined ) ? height : 10; + + // TODO (abelnation): distance/decay + + // TODO (abelnation): update method for RectAreaLight to update transform to lookat target + + // TODO (abelnation): shadows + +} + +// TODO (abelnation): RectAreaLight update when light shape is changed +RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: RectAreaLight, + + isRectAreaLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.width = source.width; + this.height = source.height; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Light.prototype.toJSON.call( this, meta ); + + data.object.width = this.width; + data.object.height = this.height; + + return data; + + } + +} ); + +/** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function StringKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: StringKeyframeTrack, + + ValueTypeName: 'string', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + + InterpolantFactoryMethodSmooth: undefined + +} ); + +/** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function BooleanKeyframeTrack( name, times, values ) { + + KeyframeTrack.call( this, name, times, values ); + +} + +BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: BooleanKeyframeTrack, + + ValueTypeName: 'bool', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined + + // Note: Actually this track could have a optimized / compressed + // representation of a single value and a custom interpolant that + // computes "firstValue ^ isOdd( index )". + +} ); + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */ + +function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + +} + +Object.assign( Interpolant.prototype, { + + evaluate: function ( t ) { + + var pp = this.parameterPositions, + i1 = this._cachedIndex, + + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + var right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( var 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? + + var t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( var 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 ) { + + var 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 ); + + }, + + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. + + // --- Protected interface + + DefaultSettings_: {}, + + getSettings_: function () { + + return this.settings || this.DefaultSettings_; + + }, + + copySampleValue_: function ( index ) { + + // copies a sample value to the result buffer + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + }, + + // Template methods for derived classes: + + interpolate_: function ( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + }, + + intervalChanged_: function ( /* i1, t0, t1 */ ) { + + // empty + + } + +} ); + +//!\ DECLARE ALIAS AFTER assign prototype ! +Object.assign( Interpolant.prototype, { + + //( 0, t, t0 ), returns this.resultBuffer + beforeStart_: Interpolant.prototype.copySampleValue_, + + //( N-1, tN-1, t ), returns this.resultBuffer + afterEnd_: Interpolant.prototype.copySampleValue_, + +} ); + +/** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ + +function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: QuaternionLinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset = i1 * stride, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + for ( var 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. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function QuaternionKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: QuaternionKeyframeTrack, + + ValueTypeName: 'quaternion', + + // ValueBufferType is inherited + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodLinear: function ( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: undefined // not yet implemented + +} ); + +/** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function ColorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: ColorKeyframeTrack, + + ValueTypeName: 'color' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + // Note: Very basic implementation and nothing special yet. + // However, this is the place for color space parameterization. + +} ); + +/** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function NumberKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: NumberKeyframeTrack, + + ValueTypeName: 'number' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + +} ); + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */ + +function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + +} + +CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: CubicInterpolant, + + DefaultSettings_: { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }, + + intervalChanged_: function ( i1, t0, t1 ) { + + var pp = this.parameterPositions, + 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; + + } + + } + + var 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_: function ( i1, t0, t, t1 ) { + + var 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 + + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} ); + +/** + * @author tschw + */ + +function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: LinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( var 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. + * + * @author tschw + */ + +function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: DiscreteInterpolant, + + interpolate_: function ( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} ); + +/** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +var 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 ]; + + } + + var n = times.length; + var result = new Array( n ); + for ( var 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 ) { + + var nValues = values.length; + var result = new values.constructor( nValues ); + + for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + var srcOffset = order[ i ] * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + + }, + + // function for parsing AOS keyframe formats + flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { + + var i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + var 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 ); + + } + + } + +}; + +/** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function KeyframeTrack( name, times, values, interpolation ) { + + 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 ); + + this.validate(); + this.optimize(); + +} + +// Static methods: + +Object.assign( KeyframeTrack, { + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + parse: function ( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + var 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 ); + + } + + }, + + toJSON: function ( track ) { + + var trackType = track.constructor; + + var json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { + + 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 ) + + }; + + var interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + }, + + _getTrackTypeForValueTypeName: function ( 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 ); + + } + +} ); + +Object.assign( KeyframeTrack.prototype, { + + constructor: KeyframeTrack, + + TimeBufferType: Float32Array, + + ValueBufferType: Float32Array, + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodDiscrete: function ( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodLinear: function ( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: function ( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + setInterpolation: function ( interpolation ) { + + var factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + var 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.createInterpolant = factoryMethod; + + }, + + getInterpolation: function () { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + } + + }, + + getValueSize: function () { + + return this.values.length / this.times.length; + + }, + + // move all keyframes either forwards or backwards in time + shift: function ( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + var times = this.times; + + for ( var 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: function ( timeScale ) { + + if ( timeScale !== 1.0 ) { + + var times = this.times; + + for ( var 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: function ( startTime, endTime ) { + + var times = this.times, + nKeys = times.length, + 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; + + var 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: function () { + + var valid = true; + + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + var times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + var prevTime = null; + + for ( var i = 0; i !== nKeys; i ++ ) { + + var 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 ( var i = 0, n = values.length; i !== n; ++ i ) { + + var 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: function () { + + var times = this.times, + values = this.values, + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + writeIndex = 1, + lastIndex = times.length - 1; + + for ( var i = 1; i < lastIndex; ++ i ) { + + var keep = false; + + var time = times[ i ]; + var timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( var j = 0; j !== stride; ++ j ) { + + var 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 ]; + + var readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( var 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 ( var 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 ); + + } + + return this; + + } + +} ); + +/** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function VectorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: VectorKeyframeTrack, + + ValueTypeName: 'vector' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + +} ); + +/** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +function AnimationClip( name, duration, tracks ) { + + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : - 1; + + this.uuid = _Math.generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + this.optimize(); + +} + +Object.assign( AnimationClip, { + + parse: function ( json ) { + + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + return new AnimationClip( json.name, json.duration, tracks ); + + }, + + toJSON: function ( clip ) { + + var tracks = [], + clipTracks = clip.tracks; + + var json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks + + }; + + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + }, + + CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + + var numMorphTargets = morphTargetSequence.length; + var tracks = []; + + for ( var i = 0; i < numMorphTargets; i ++ ) { + + var times = []; + var values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + var 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 AnimationClip( name, - 1, tracks ); + + }, + + findByName: function ( objectOrClipArray, name ) { + + var clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( var i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + }, + + CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + + var animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var name = parts[ 1 ]; + + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + var clips = []; + + for ( var name in animationToMorphTargets ) { + + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + }, + + // parse the animation.hierarchy format + parseAnimation: function ( animation, bones ) { + + if ( ! animation ) { + + console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); + return null; + + } + + var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + var times = []; + var 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 ) ); + + } + + } + + }; + + var tracks = []; + + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || - 1; + var fps = animation.fps || 30; + + var hierarchyTracks = animation.hierarchy || []; + + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + + var 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 + var morphTargetNames = {}; + + for ( var k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( var 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 ( var morphTargetName in morphTargetNames ) { + + var times = []; + var values = []; + + for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + var 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 + + var 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; + + } + + var clip = new AnimationClip( clipName, duration, tracks ); + + return clip; + + } + +} ); + +Object.assign( AnimationClip.prototype, { + + resetDuration: function () { + + var tracks = this.tracks, duration = 0; + + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + + var track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + }, + + trim: function () { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + }, + + optimize: function () { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function MaterialLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.textures = {}; + +} + +Object.assign( MaterialLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setTextures: function ( value ) { + + this.textures = value; + + }, + + parse: function ( json ) { + + var textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + var material = new Materials[ json.type ](); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; + if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; + if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.skinning !== undefined ) material.skinning = json.skinning; + if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.visible !== undefined ) material.visible = json.visible; + if ( json.userData !== undefined ) material.userData = json.userData; + + // Deprecated + + if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading + + // for PointsMaterial + + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = getTexture( json.map ); + + if ( json.alphaMap !== undefined ) { + + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; + + } + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalScale !== undefined ) { + + var normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + return material; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function BufferGeometryLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( BufferGeometryLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var geometry = new BufferGeometry(); + + var index = json.data.index; + + if ( index !== undefined ) { + + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + var attributes = json.data.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + + geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + + } + + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( var i = 0, n = groups.length; i !== n; ++ i ) { + + var group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + var boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + var center = new Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + return geometry; + + } + +} ); + +var TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + // Workaround for IE11 pre KB2929437. See #11440 + Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array +}; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Loader() { + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +} + +Loader.Handlers = { + + handlers: [], + + add: function ( regex, loader ) { + + this.handlers.push( regex, loader ); + + }, + + get: function ( file ) { + + var handlers = this.handlers; + + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + } + +}; + +Object.assign( Loader.prototype, { + + crossOrigin: undefined, + + initMaterials: function ( materials, texturePath, crossOrigin ) { + + var array = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + + } + + return array; + + }, + + createMaterial: ( function () { + + var BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; + + var color = new Color(); + var textureLoader = new TextureLoader(); + var materialLoader = new MaterialLoader(); + + return function createMaterial( m, texturePath, crossOrigin ) { + + // convert from old material format + + var textures = {}; + + function loadTexture( path, repeat, offset, wrap, anisotropy ) { + + var fullPath = texturePath + path; + var loader = Loader.Handlers.get( fullPath ); + + var texture; + + if ( loader !== null ) { + + texture = loader.load( fullPath ); + + } else { + + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); + + } + + if ( repeat !== undefined ) { + + texture.repeat.fromArray( repeat ); + + if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + + } + + if ( offset !== undefined ) { + + texture.offset.fromArray( offset ); + + } + + if ( wrap !== undefined ) { + + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + + } + + if ( anisotropy !== undefined ) { + + texture.anisotropy = anisotropy; + + } + + var uuid = _Math.generateUUID(); + + textures[ uuid ] = texture; + + return uuid; + + } + + // + + var json = { + uuid: _Math.generateUUID(), + type: 'MeshLambertMaterial' + }; + + for ( var name in m ) { + + var value = m[ name ]; + + switch ( name ) { + + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = BlendingMode[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; + if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; + if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = [ value, value ]; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = BackSide; + break; + case 'doubleSided': + json.side = DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) json.vertexColors = VertexColors; + if ( value === 'face' ) json.vertexColors = FaceColors; + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; + + } + + } + + if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; + if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + + if ( json.opacity < 1 ) json.transparent = true; + + materialLoader.setTextures( textures ); + + return materialLoader.parse( json ); + + }; + + } )() + +} ); + +/** + * @author Don McCurdy / https://www.donmccurdy.com + */ + +var LoaderUtils = { + + decodeText: function ( 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. + + var s = ''; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + return s; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + + if ( parts.length === 1 ) return './'; + + parts.pop(); + + return parts.join( '/' ) + '/'; + + } + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function JSONLoader( manager ) { + + if ( typeof manager === 'boolean' ) { + + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; + + } + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.withCredentials = false; + +} + +Object.assign( JSONLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); + + var loader = new FileLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + var json = JSON.parse( text ); + var metadata = json.metadata; + + if ( metadata !== undefined ) { + + var type = metadata.type; + + if ( type !== undefined ) { + + if ( type.toLowerCase() === 'object' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; + + } + + if ( type.toLowerCase() === 'scene' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); + return; + + } + + } + + } + + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + parse: ( function () { + + function parseModel( json, geometry ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, faceA, faceB, hex, normal, + + uvLayer, uv, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + scale = json.scale, + + nUvLayers = 0; + + + if ( json.uvs !== undefined ) { + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i ++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i ++ ) { + + geometry.faceVertexUvs[ i ] = []; + + } + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + faceA = new Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; + + faceB = new Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; + + offset += 4; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + + for ( j = 0; j < 4; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new Vector2( u, v ); + + if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); + if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + faceB.normal.copy( faceA.normal ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 4; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + + if ( i !== 2 ) faceA.vertexNormals.push( normal ); + if ( i !== 0 ) faceB.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 4; i ++ ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + + } + + } + + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); + + } else { + + face = new Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + + for ( j = 0; j < 3; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new Vector2( u, v ); + + geometry.faceVertexUvs[ i ][ fi ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 3; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 3; i ++ ) { + + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } + + } + + } + + function parseSkin( json, geometry ) { + + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + + if ( json.skinWeights ) { + + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + + geometry.skinWeights.push( new Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + + geometry.skinIndices.push( new Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + + } + + } + + function parseMorphing( json, geometry ) { + + var scale = json.scale; + + if ( json.morphTargets !== undefined ) { + + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; + + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { + + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + faces[ i ].color.fromArray( morphColors, i * 3 ); + + } + + } + + } + + function parseAnimations( json, geometry ) { + + var outputAnimations = []; + + // parse old style Bone/Hierarchy animations + var animations = []; + + if ( json.animation !== undefined ) { + + animations.push( json.animation ); + + } + + if ( json.animations !== undefined ) { + + if ( json.animations.length ) { + + animations = animations.concat( json.animations ); + + } else { + + animations.push( json.animations ); + + } + + } + + for ( var i = 0; i < animations.length; i ++ ) { + + var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) outputAnimations.push( clip ); + + } + + // parse implicit morph animations + if ( geometry.morphTargets ) { + + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); + + } + + if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + + } + + return function ( json, texturePath ) { + + if ( json.data !== undefined ) { + + // Geometry 4.0 spec + json = json.data; + + } + + if ( json.scale !== undefined ) { + + json.scale = 1.0 / json.scale; + + } else { + + json.scale = 1.0; + + } + + var geometry = new Geometry(); + + parseModel( json, geometry ); + parseSkin( json, geometry ); + parseMorphing( json, geometry ); + parseAnimations( json, geometry ); + + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); + + if ( json.materials === undefined || json.materials.length === 0 ) { + + return { geometry: geometry }; + + } else { + + var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + + return { geometry: geometry, materials: materials }; + + } + + }; + + } )() + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function ObjectLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.texturePath = ''; + +} + +Object.assign( ObjectLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.texturePath === '' ) { + + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + + } + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + var json = null; + + try { + + json = JSON.parse( text ); + + } catch ( error ) { + + if ( onError !== undefined ) onError( error ); + + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + + return; + + } + + var metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( json, onLoad ) { + + var shapes = this.parseShape( json.shapes ); + var geometries = this.parseGeometries( json.geometries, shapes ); + + var images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + var textures = this.parseTextures( json.textures, images ); + var materials = this.parseMaterials( json.materials, textures ); + + var object = this.parseObject( json.object, geometries, materials ); + + if ( json.animations ) { + + object.animations = this.parseAnimations( json.animations ); + + } + + if ( json.images === undefined || json.images.length === 0 ) { + + if ( onLoad !== undefined ) onLoad( object ); + + } + + return object; + + }, + + parseShape: function ( json ) { + + var shapes = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + }, + + parseGeometries: function ( json, shapes ) { + + var geometries = {}; + + if ( json !== undefined ) { + + var geometryLoader = new JSONLoader(); + var bufferGeometryLoader = new BufferGeometryLoader(); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var geometry; + var data = json[ i ]; + + switch ( data.type ) { + + case 'PlaneGeometry': + case 'PlaneBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); + + break; + + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + case 'CircleBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'ConeGeometry': + case 'ConeBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'DodecahedronGeometry': + case 'DodecahedronBufferGeometry': + case 'IcosahedronGeometry': + case 'IcosahedronBufferGeometry': + case 'OctahedronGeometry': + case 'OctahedronBufferGeometry': + case 'TetrahedronGeometry': + case 'TetrahedronBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.detail + ); + + break; + + case 'RingGeometry': + case 'RingBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'TorusGeometry': + case 'TorusBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); + + break; + + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); + + break; + + case 'LatheGeometry': + case 'LatheBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); + + break; + + case 'PolyhedronGeometry': + case 'PolyhedronBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.vertices, + data.indices, + data.radius, + data.details + ); + + break; + + case 'ShapeGeometry': + case 'ShapeBufferGeometry': + + var geometryShapes = []; + + for ( var i = 0, l = data.shapes.length; i < l; i ++ ) { + + var shape = shapes[ data.shapes[ i ] ]; + + geometryShapes.push( shape ); + + } + + geometry = new Geometries[ data.type ]( + geometryShapes, + data.curveSegments + ); + + break; + + case 'BufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + + break; + + case 'Geometry': + + geometry = geometryLoader.parse( data, this.texturePath ).geometry; + + break; + + default: + + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + + continue; + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + }, + + parseMaterials: function ( json, textures ) { + + var materials = {}; + + if ( json !== undefined ) { + + var loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.type === 'MultiMaterial' ) { + + // Deprecated + + var array = []; + + for ( var j = 0; j < data.materials.length; j ++ ) { + + array.push( loader.parse( data.materials[ j ] ) ); + + } + + materials[ data.uuid ] = array; + + } else { + + materials[ data.uuid ] = loader.parse( data ); + + } + + } + + } + + return materials; + + }, + + parseAnimations: function ( json ) { + + var animations = []; + + for ( var i = 0; i < json.length; i ++ ) { + + var clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + }, + + parseImages: function ( json, onLoad ) { + + var scope = this; + var images = {}; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } ); + + } + + if ( json !== undefined && json.length > 0 ) { + + var manager = new LoadingManager( onLoad ); + + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var image = json[ i ]; + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + + images[ image.uuid ] = loadImage( path ); + + } + + } + + return images; + + }, + + parseTextures: function ( json, images ) { + + function parseConstant( value, type ) { + + if ( typeof value === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ value ]; + + } + + var textures = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + var texture = new Texture( images[ data.image ] ); + texture.needsUpdate = true; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + }, + + parseObject: function () { + + var matrix = new Matrix4(); + + return function parseObject( data, geometries, materials ) { + + var object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( Array.isArray( name ) ) { + + var array = []; + + for ( var i = 0, l = name.length; i < l; i ++ ) { + + var uuid = name[ i ]; + + if ( materials[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + } + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'SkinnedMesh': + + console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + + case 'Mesh': + + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); + + if ( geometry.bones && geometry.bones.length > 0 ) { + + object = new SkinnedMesh( geometry, material ); + + } else { + + object = new Mesh( geometry, material ); + + } + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + + break; + + case 'LineLoop': + + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + default: + + object = new Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + if ( data.matrix !== undefined ) { + + matrix.fromArray( data.matrix ); + matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.userData !== undefined ) object.userData = data.userData; + + if ( data.children !== undefined ) { + + var children = data.children; + + for ( var i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], geometries, materials ) ); + + } + + } + + if ( data.type === 'LOD' ) { + + var levels = data.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance ); + + } + + } + + } + + return object; + + }; + + }() + +} ); + +var TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + SphericalReflectionMapping: SphericalReflectionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping +}; + +var TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping +}; + +var TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipMapNearestFilter: NearestMipMapNearestFilter, + NearestMipMapLinearFilter: NearestMipMapLinearFilter, + LinearFilter: LinearFilter, + LinearMipMapNearestFilter: LinearMipMapNearestFilter, + LinearMipMapLinearFilter: LinearMipMapLinearFilter +}; + +/** + * @author thespite / http://clicktorelease.com/ + */ + +function ImageBitmapLoader( manager ) { + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + this.manager = manager !== undefined ? manager : DefaultLoadingManager; + this.options = undefined; + +} + +ImageBitmapLoader.prototype = { + + constructor: ImageBitmapLoader, + + setOptions: function setOptions( options ) { + + this.options = options; + + return this; + + }, + + load: function load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + fetch( url ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, scope.options ); + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } ); + + }, + + setCrossOrigin: function ( /* value */ ) { + + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +}; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + **/ + +function ShapePath() { + + this.type = 'ShapePath'; + + this.subPaths = []; + this.currentPath = null; + +} + +Object.assign( ShapePath.prototype, { + + moveTo: function ( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + }, + + lineTo: function ( x, y ) { + + this.currentPath.lineTo( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + }, + + splineThru: function ( pts ) { + + this.currentPath.splineThru( pts ); + + }, + + toShapes: function ( isCCW, noHoles ) { + + function toShapesNoHoles( inSubpaths ) { + + var shapes = []; + + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + + var tmpPath = inSubpaths[ i ]; + + var tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + var polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; + + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + var isClockWise = ShapeUtils.isClockWise; + + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + if ( noHoles === true ) return toShapesNoHoles( subPaths ); + + + var solid, tmpPath, tmpShape, shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + var ambiguous = false; + var toChange = []; + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + var sho = newShapeHoles[ sIdx ]; + + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + var ho = sho[ hIdx ]; + var hole_unassigned = true; + + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { + + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + + } + + } + + var tmpHoles; + + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ + +function Font( data ) { + + this.type = 'Font'; + + this.data = data; + +} + +Object.assign( Font.prototype, { + + isFont: true, + + generateShapes: function ( text, size, divisions ) { + + function createPaths( text ) { + + var chars = String( text ).split( '' ); + var scale = size / data.resolution; + var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; + + var offsetX = 0, offsetY = 0; + + var paths = []; + + for ( var i = 0; i < chars.length; i ++ ) { + + var char = chars[ i ]; + + if ( char === '\n' ) { + + offsetX = 0; + offsetY -= line_height; + + } else { + + var ret = createPath( char, scale, offsetX, offsetY ); + offsetX += ret.offsetX; + paths.push( ret.path ); + + } + + } + + return paths; + + } + + function createPath( c, scale, offsetX, offsetY ) { + + var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; + + if ( ! glyph ) return; + + var path = new ShapePath(); + + var pts = []; + var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; + + if ( glyph.o ) { + + var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + + for ( var i = 0, l = outline.length; i < l; ) { + + var action = outline[ i ++ ]; + + switch ( action ) { + + case 'm': // moveTo + + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; + + path.moveTo( x, y ); + + break; + + case 'l': // lineTo + + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; + + path.lineTo( x, y ); + + break; + + case 'q': // quadraticCurveTo + + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; + + path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + + + } + + break; + + case 'b': // bezierCurveTo + + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; + cpx2 = outline[ i ++ ] * scale + offsetX; + cpy2 = outline[ i ++ ] * scale + offsetY; + + path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + + + } + + break; + + } + + } + + } + + return { offsetX: glyph.ha * scale, path: path }; + + } + + // + + if ( size === undefined ) size = 100; + if ( divisions === undefined ) divisions = 4; + + var data = this.data; + + var paths = createPaths( text ); + var shapes = []; + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function FontLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( FontLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { + + var json; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); + json = JSON.parse( text.substring( 65, text.length - 2 ) ); + + } + + var font = scope.parse( json ); + + if ( onLoad ) onLoad( font ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + return new Font( json ); + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var context; + +var AudioContext = { + + getContext: function () { + + if ( context === undefined ) { + + context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return context; + + }, + + setContext: function ( value ) { + + context = value; + + } + +}; + +/** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +function AudioLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( AudioLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { + + var context = AudioContext.getContext(); + + context.decodeAudioData( buffer, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + } ); + + }, onProgress, onError ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function StereoCamera() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + +} + +Object.assign( StereoCamera.prototype, { + + update: ( function () { + + var instance, focus, fov, aspect, near, far, zoom, eyeSep; + + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); + + return function update( camera ) { + + var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + instance = this; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + zoom = camera.zoom; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + var projectionMatrix = camera.projectionMatrix.clone(); + eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; + var xmin, xmax; + + // translate xOffset + + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; + + // for left eye + + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( projectionMatrix ); + + // for right eye + + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + + }; + + } )() + +} ); + +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +function CubeCamera( near, far, cubeResolution ) { + + Object3D.call( this ); + + this.type = 'CubeCamera'; + + var fov = 90, aspect = 1; + + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; + + this.update = function ( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + renderer.setRenderTarget( null ); + + }; + + this.clear = function ( renderer, color, depth, stencil ) { + + var renderTarget = this.renderTarget; + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.activeCubeFace = i; + renderer.setRenderTarget( renderTarget ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( null ); + + }; + +} + +CubeCamera.prototype = Object.create( Object3D.prototype ); +CubeCamera.prototype.constructor = CubeCamera; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function AudioListener() { + + Object3D.call( this ); + + this.type = 'AudioListener'; + + this.context = AudioContext.getContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + +} + +AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: AudioListener, + + getInput: function () { + + return this.gain; + + }, + + removeFilter: function ( ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + }, + + getFilter: function () { + + return this.filter; + + }, + + setFilter: function ( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + }, + + getMasterVolume: function () { + + return this.gain.gain.value; + + }, + + setMasterVolume: function ( value ) { + + this.gain.gain.value = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); + + var orientation = new Vector3(); + + return function updateMatrixWorld( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + var listener = this.context.listener; + var up = this.up; + + this.matrixWorld.decompose( position, quaternion, scale ); + + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + if ( listener.positionX ) { + + listener.positionX.setValueAtTime( position.x, this.context.currentTime ); + listener.positionY.setValueAtTime( position.y, this.context.currentTime ); + listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); + listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); + listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); + listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); + listener.upX.setValueAtTime( up.x, this.context.currentTime ); + listener.upY.setValueAtTime( up.y, this.context.currentTime ); + listener.upZ.setValueAtTime( up.z, this.context.currentTime ); + + } else { + + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + + } + + }; + + } )() + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +function Audio( listener ) { + + Object3D.call( this ); + + this.type = 'Audio'; + + this.context = listener.context; + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.buffer = null; + this.loop = false; + this.startTime = 0; + this.offset = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; + + this.filters = []; + +} + +Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Audio, + + getOutput: function () { + + return this.gain; + + }, + + setNodeSource: function ( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + }, + + setBuffer: function ( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + }, + + play: function () { + + 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; + + } + + var source = this.context.createBufferSource(); + + source.buffer = this.buffer; + source.loop = this.loop; + source.onended = this.onEnded.bind( this ); + source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); + this.startTime = this.context.currentTime; + source.start( this.startTime, this.offset ); + + this.isPlaying = true; + + this.source = source; + + return this.connect(); + + }, + + pause: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + this.source.stop(); + this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate; + this.isPlaying = false; + + } + + return this; + + }, + + stop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.offset = 0; + this.isPlaying = false; + + return this; + + }, + + connect: function () { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( var 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() ); + + } + + return this; + + }, + + disconnect: function () { + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( var 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() ); + + } + + return this; + + }, + + getFilters: function () { + + return this.filters; + + }, + + setFilters: function ( value ) { + + if ( ! value ) value = []; + + if ( this.isPlaying === true ) { + + this.disconnect(); + this.filters = value; + this.connect(); + + } else { + + this.filters = value; + + } + + return this; + + }, + + getFilter: function () { + + return this.getFilters()[ 0 ]; + + }, + + setFilter: function ( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + }, + + setPlaybackRate: function ( 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.setValueAtTime( this.playbackRate, this.context.currentTime ); + + } + + return this; + + }, + + getPlaybackRate: function () { + + return this.playbackRate; + + }, + + onEnded: function () { + + this.isPlaying = false; + + }, + + getLoop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + }, + + setLoop: function ( 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; + + }, + + getVolume: function () { + + return this.gain.gain.value; + + }, + + setVolume: function ( value ) { + + this.gain.gain.value = value; + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function PositionalAudio( listener ) { + + Audio.call( this, listener ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + +} + +PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + + constructor: PositionalAudio, + + getOutput: function () { + + return this.panner; + + }, + + getRefDistance: function () { + + return this.panner.refDistance; + + }, + + setRefDistance: function ( value ) { + + this.panner.refDistance = value; + + }, + + getRolloffFactor: function () { + + return this.panner.rolloffFactor; + + }, + + setRolloffFactor: function ( value ) { + + this.panner.rolloffFactor = value; + + }, + + getDistanceModel: function () { + + return this.panner.distanceModel; + + }, + + setDistanceModel: function ( value ) { + + this.panner.distanceModel = value; + + }, + + getMaxDistance: function () { + + return this.panner.maxDistance; + + }, + + setMaxDistance: function ( value ) { + + this.panner.maxDistance = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + + return function updateMatrixWorld( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + position.setFromMatrixPosition( this.matrixWorld ); + + this.panner.setPosition( position.x, position.y, position.z ); + + }; + + } )() + + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function AudioAnalyser( audio, fftSize ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + +} + +Object.assign( AudioAnalyser.prototype, { + + getFrequencyData: function () { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + }, + + getAverageFrequency: function () { + + var value = 0, data = this.getFrequencyData(); + + for ( var i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} ); + +/** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function PropertyMixer( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + var bufferType = Float64Array, + mixFunction; + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + break; + + case 'string': + case 'bool': + bufferType = Array; + mixFunction = this._select; + break; + + default: + mixFunction = this._lerp; + + } + + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + + this._mixBufferRegion = mixFunction; + + this.cumulativeWeight = 0; + + this.useCount = 0; + this.referenceCount = 0; + +} + +Object.assign( PropertyMixer.prototype, { + + // accumulate data in the 'incoming' region into 'accu' + accumulate: function ( 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 + + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, + + currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + }, + + // apply the state of 'accu' to the binding when accus differ + apply: function ( accuIndex ) { + + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + + binding = this.binding; + + this.cumulativeWeight = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + var originalValueOffset = stride * 3; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + for ( var 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: function () { + + var binding = this.binding; + + var buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * 3; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + this.cumulativeWeight = 0; + + }, + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function () { + + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + }, + + + // mix functions + + _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + }, + + _slerp: function ( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + }, + + _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { + + var s = 1 - t; + + for ( var i = 0; i !== stride; ++ i ) { + + var j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + +} ); + +/** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function Composite( targetGroup, path, optionalParsedPath ) { + + var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + +} + +Object.assign( Composite.prototype, { + + getValue: function ( array, offset ) { + + this.bind(); // bind all binding + + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + }, + + setValue: function ( array, offset ) { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + }, + + bind: function () { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + }, + + unbind: function () { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +} ); + + +function PropertyBinding( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; + + this.rootNode = rootNode; + +} + +Object.assign( PropertyBinding, { + + Composite: Composite, + + create: function ( 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} + */ + sanitizeNodeName: function ( name ) { + + return name.replace( /\s/g, '_' ).replace( /[^\w-]/g, '' ); + + }, + + parseTrackName: function () { + + // Parent directories, delimited by '/' or ':'. Currently unused, but must + // be matched to parse the rest of the track name. + var directoryRe = /((?:[\w-]+[\/:])*)/; + + // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. + var nodeRe = /([\w-\.]+)?/; + + // Object on target node, and accessor. Name may contain only word + // characters. Accessor may contain any character except closing bracket. + var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/; + + // Property and accessor. May contain only word characters. Accessor may + // contain any non-bracket characters. + var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/; + + var trackRe = new RegExp( '' + + '^' + + directoryRe.source + + nodeRe.source + + objectRe.source + + propertyRe.source + + '$' + ); + + var supportedObjectNames = [ 'material', 'materials', 'bones' ]; + + return function ( trackName ) { + + var matches = trackRe.exec( trackName ); + + if ( ! matches ) { + + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== - 1 ) { + + var objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against a whitelist. 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; + + }; + + }(), + + findNode: function ( root, nodeName ) { + + if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + var searchSkeleton = function ( skeleton ) { + + for ( var i = 0; i < skeleton.bones.length; i ++ ) { + + var bone = skeleton.bones[ i ]; + + if ( bone.name === nodeName ) { + + return bone; + + } + + } + + return null; + + }; + + var bone = searchSkeleton( root.skeleton ); + + if ( bone ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + var searchNodeSubtree = function ( children ) { + + for ( var i = 0; i < children.length; i ++ ) { + + var childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + var result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + var subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + +} ); + +Object.assign( PropertyBinding.prototype, { // prototype, continued + + // these are used to "bind" a nonexistent property + _getValue_unavailable: function () {}, + _setValue_unavailable: function () {}, + + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, + + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, + + GetterByBindingType: [ + + function getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.node[ this.propertyName ]; + + }, + + function getValue_array( buffer, offset ) { + + var source = this.resolvedProperty; + + for ( var i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + }, + + function getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + }, + + function getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + ], + + SetterByBindingTypeAndVersioning: [ + + [ + // Direct + + function setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + }, + + function setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // EntireArray + + function setValue_array( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + }, + + function setValue_array_setNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + }, + + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // ArrayElement + + function setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + }, + + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // HasToFromArray + + function setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + }, + + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + }, + + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ] + + ], + + getValue: function getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. + + }, + + setValue: function getValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + }, + + // create getter / setter pair for a property in the scene graph + bind: function () { + + var targetObject = this.node, + parsedPath = this.parsedPath, + + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + 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 ) { + + var 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 ( var 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 + var nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + var 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 + var versioning = this.Versioning.None; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; + + } + + // determine how the property gets bound + var bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + 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; + + } + + for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { + + if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + + } else { + + if ( ! targetObject.geometry.morphTargets ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + } + + } + + 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: function () { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +} ); + +//!\ DECLARE ALIAS AFTER assign prototype ! +Object.assign( PropertyBinding.prototype, { + + // initial state of these methods that calls 'bind' + _getValue_unbound: PropertyBinding.prototype.getValue, + _setValue_unbound: PropertyBinding.prototype.setValue, + +} ); + +/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ + +function AnimationObjectGroup() { + + this.uuid = _Math.generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + var scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + +} + +Object.assign( AnimationObjectGroup.prototype, { + + isAnimationObjectGroup: true, + + add: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ], + knownObject = undefined; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + remove: function () { + + var objects = this._objects, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // remove & forget + uncache: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_: function ( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + var object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + }, + + unsubscribe_: function ( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +} ); + +/** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */ + +function AnimationAction( mixer, clip, localRoot ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; + + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + var interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( var i = 0; i !== nTracks; ++ i ) { + + var 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 + +} + +Object.assign( AnimationAction.prototype, { + + // State & Scheduling + + play: function () { + + this._mixer._activateAction( this ); + + return this; + + }, + + stop: function () { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + }, + + reset: function () { + + 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: function () { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + }, + + // return true when play has been called + isScheduled: function () { + + return this._mixer._isActiveAction( this ); + + }, + + startAt: function ( time ) { + + this._startTime = time; + + return this; + + }, + + setLoop: function ( 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: function ( 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: function () { + + return this._effectiveWeight; + + }, + + fadeIn: function ( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + }, + + fadeOut: function ( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + }, + + crossFadeFrom: function ( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + }, + + crossFadeTo: function ( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + }, + + stopFading: function () { + + var 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: function ( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + }, + + // return the time scale considering warping and .paused + getEffectiveTimeScale: function () { + + return this._effectiveTimeScale; + + }, + + setDuration: function ( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + }, + + syncWith: function ( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + }, + + halt: function ( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + }, + + warp: function ( startTimeScale, endTimeScale, duration ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, + + timeScale = this.timeScale; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + }, + + stopWarping: function () { + + var timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + }, + + // Object Accessors + + getMixer: function () { + + return this._mixer; + + }, + + getClip: function () { + + return this._clip; + + }, + + getRoot: function () { + + return this._localRoot || this._mixer._root; + + }, + + // Interna + + _update: function ( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + var startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + var 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 ); + var clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + var weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; + + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + }, + + _updateWeight: function ( time ) { + + var weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + var interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + var 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: function ( time ) { + + var timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + var interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + var 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: function ( deltaTime ) { + + var time = this.time + deltaTime; + + if ( deltaTime === 0 ) return time; + + var duration = this._clip.duration, + + loop = this.loop, + loopCount = this._loopCount; + + 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 break handle_stop; + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + var pingPong = ( loop === LoopPingPong ); + + 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 + + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + var 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._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 0 ) { + + // entering the last round + + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + this.time = time; + return duration - time; + + } + + } + + this.time = time; + return time; + + }, + + _setEndings: function ( atStart, atEnd, pingPong ) { + + var 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: function ( duration, weightNow, weightThen ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration; values[ 1 ] = weightThen; + + return this; + + } + +} ); + +/** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function AnimationMixer( root ) { + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + this.time = 0; + + this.timeScale = 1.0; + +} + +AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: AnimationMixer, + + _bindAction: function ( action, prototypeAction ) { + + var root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName, + bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( var i = 0; i !== nTracks; ++ i ) { + + var track = tracks[ i ], + trackName = track.name, + 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; + + } + + var 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: function ( 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 + + var 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 ); + + } + + var bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + }, + + _deactivateAction: function ( action ) { + + if ( this._isActiveAction( action ) ) { + + var bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + }, + + // Memory manager + + _initMemoryManager: function () { + + 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; + + var scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + }, + + // Memory management for AnimationAction objects + + _isActiveAction: function ( action ) { + + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + }, + + _addInactiveAction: function ( action, clipUuid, rootUuid ) { + + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + var knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + }, + + _removeInactiveAction: function ( action ) { + + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + var 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; + + + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + }, + + _removeInactiveBindingsForAction: function ( action ) { + + var bindings = action._propertyBindings; + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + }, + + _lendAction: function ( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + var 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: function ( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + var 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: function ( binding, rootUuid, trackName ) { + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + bindings = this._bindings; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + }, + + _removeInactiveBinding: function ( binding ) { + + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + remove_empty_map: { + + for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars + + delete bindingsByRoot[ rootUuid ]; + + } + + }, + + _lendBinding: function ( binding ) { + + var 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: function ( binding ) { + + var 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: function () { + + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + 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: function ( interpolant ) { + + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + }, + + _controlInterpolantsResultBuffer: new Float32Array( 1 ), + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction: function ( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject !== null ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; + + if ( actionsForClip !== undefined ) { + + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined ) { + + 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 + var newAction = new AnimationAction( this, clipObject, optionalRoot ); + + 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: function ( clip, optionalRoot ) { + + var 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: function () { + + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; + + this._nActiveActions = 0; + this._nActiveBindings = 0; + + for ( var i = 0; i !== nActions; ++ i ) { + + actions[ i ].reset(); + + } + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].useCount = 0; + + } + + return this; + + }, + + // advance the time and update apply the animation + update: function ( deltaTime ) { + + deltaTime *= this.timeScale; + + var actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( var i = 0; i !== nActions; ++ i ) { + + var action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + var bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + }, + + // return this mixer's root target object + getRoot: function () { + + return this._root; + + }, + + // free all resources specific to a particular clip + uncacheClip: function ( clip ) { + + var actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + var actionsToRemove = actionsForClip.knownActions; + + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + var action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + var 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: function ( root ) { + + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( var clipUuid in actionsByClip ) { + + var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( var trackName in bindingByName ) { + + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + }, + + // remove a targeted clip from the cache + uncacheAction: function ( clip, optionalRoot ) { + + var action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Uniform( value ) { + + if ( typeof value === 'string' ) { + + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; + + } + + this.value = value; + +} + +Uniform.prototype.clone = function () { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + +}; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedBufferGeometry() { + + BufferGeometry.call( this ); + + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; + +} + +InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { + + constructor: InstancedBufferGeometry, + + isInstancedBufferGeometry: true, + + copy: function ( source ) { + + BufferGeometry.prototype.copy.call( this, source ); + + this.maxInstancedCount = source.maxInstancedCount; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +} ); + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + + this.uuid = _Math.generateUUID(); + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized === true; + +} + +Object.defineProperties( InterleavedBufferAttribute.prototype, { + + count: { + + get: function () { + + return this.data.count; + + } + + }, + + array: { + + get: function () { + + return this.data.array; + + } + + } + +} ); + +Object.assign( InterleavedBufferAttribute.prototype, { + + isInterleavedBufferAttribute: true, + + setX: function ( index, x ) { + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + }, + + setY: function ( index, y ) { + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + }, + + setZ: function ( index, z ) { + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + }, + + setW: function ( index, w ) { + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + }, + + getX: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset ]; + + }, + + getY: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 1 ]; + + }, + + getZ: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 2 ]; + + }, + + getW: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 3 ]; + + }, + + setXY: function ( 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: function ( 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: function ( 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; + + } + +} ); + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InterleavedBuffer( array, stride ) { + + this.uuid = _Math.generateUUID(); + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.onUploadCallback = function () {}; + + this.version = 0; + +} + +Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +Object.assign( InterleavedBuffer.prototype, { + + isInterleavedBuffer: true, + + setArray: function ( array ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.count = array !== undefined ? array.length / this.stride : 0; + this.array = array; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( var i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + onUpload: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + +} ); + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + + InterleavedBuffer.call( this, array, stride ); + + this.meshPerAttribute = meshPerAttribute || 1; + +} + +InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + + constructor: InstancedInterleavedBuffer, + + isInstancedInterleavedBuffer: true, + + copy: function ( source ) { + + InterleavedBuffer.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + +} ); + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { + + BufferAttribute.call( this, array, itemSize ); + + this.meshPerAttribute = meshPerAttribute || 1; + +} + +InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + + constructor: InstancedBufferAttribute, + + isInstancedBufferAttribute: true, + + copy: function ( source ) { + + BufferAttribute.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ + +function Raycaster( origin, direction, near, far ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near || 0; + this.far = far || Infinity; + + this.params = { + Mesh: {}, + Line: {}, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + + } + } + } ); + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.visible === false ) return; + + object.raycast( raycaster, intersects ); + + if ( recursive === true ) { + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +Object.assign( Raycaster.prototype, { + + linePrecision: 1, + + set: function ( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + }, + + setFromCamera: function ( 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(); + + } 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 ); + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type.' ); + + } + + }, + + intersectObject: function ( object, recursive ) { + + var intersects = []; + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + }, + + intersectObjects: function ( objects, recursive ) { + + var intersects = []; + + if ( Array.isArray( objects ) === false ) { + + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; + + } + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Clock( autoStart ) { + + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + +} + +Object.assign( Clock.prototype, { + + start: function () { + + this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + }, + + stop: function () { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + }, + + getElapsedTime: function () { + + this.getDelta(); + return this.elapsedTime; + + }, + + getDelta: function () { + + var diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +} ); + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ + +function Spherical( radius, phi, theta ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + + return this; + +} + +Object.assign( Spherical.prototype, { + + set: function ( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( 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: function () { + + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + }, + + setFromVector3: function ( vec3 ) { + + this.radius = vec3.length(); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + + } + + return this; + + } + +} ); + +/** + * @author Mugen87 / https://github.com/Mugen87 + * + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + * + */ + +function Cylindrical( radius, theta, y ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane + this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane + + return this; + +} + +Object.assign( Cylindrical.prototype, { + + set: function ( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + }, + + setFromVector3: function ( vec3 ) { + + this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); + this.theta = Math.atan2( vec3.x, vec3.z ); + this.y = vec3.y; + + return this; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function ImmediateRenderObject( material ) { + + Object3D.call( this ); + + this.material = material; + this.render = function ( /* renderCallback */ ) {}; + +} + +ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); +ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + +ImmediateRenderObject.prototype.isImmediateRenderObject = true; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function VertexNormalsHelper( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + nNormals = objGeometry.faces.length * 3; + + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count; + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + + this.update(); + +} + +VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); +VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + +VertexNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); + + return function update() { + + var keys = [ 'a', 'b', 'c' ]; + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + var vertex = vertices[ face[ keys[ j ] ] ]; + + var normal = face.vertexNormals[ j ]; + + v1.copy( vertex ).applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + var objPos = objGeometry.attributes.position; + + var objNorm = objGeometry.attributes.normal; + + var idx = 0; + + // for simplicity, ignore index and drawcalls, and render every normal + + for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { + + v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); + + v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); + + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + position.needsUpdate = true; + + }; + +}() ); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function SpotLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new BufferGeometry(); + + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + +} + +SpotLightHelper.prototype = Object.create( Object3D.prototype ); +SpotLightHelper.prototype.constructor = SpotLightHelper; + +SpotLightHelper.prototype.dispose = function () { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + +}; + +SpotLightHelper.prototype.update = function () { + + var vector = new Vector3(); + var vector2 = new Vector3(); + + return function update() { + + this.light.updateMatrixWorld(); + + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + }; + +}(); + +/** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +function getBoneList( object ) { + + var boneList = []; + + if ( object && object.isBone ) { + + boneList.push( object ); + + } + + for ( var i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +} + +function SkeletonHelper( object ) { + + var bones = getBoneList( object ); + + var geometry = new BufferGeometry(); + + var vertices = []; + var colors = []; + + var color1 = new Color( 0, 0, 1 ); + var color2 = new Color( 0, 1, 0 ); + + for ( var i = 0; i < bones.length; i ++ ) { + + var 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + LineSegments.call( this, geometry, material ); + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +} + +SkeletonHelper.prototype = Object.create( LineSegments.prototype ); +SkeletonHelper.prototype.constructor = SkeletonHelper; + +SkeletonHelper.prototype.updateMatrixWorld = function () { + + var vector = new Vector3(); + + var boneMatrix = new Matrix4(); + var matrixWorldInv = new Matrix4(); + + return function updateMatrixWorld( force ) { + + var bones = this.bones; + + var geometry = this.geometry; + var position = geometry.getAttribute( 'position' ); + + matrixWorldInv.getInverse( this.root.matrixWorld ); + + for ( var i = 0, j = 0; i < bones.length; i ++ ) { + + var bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); + vector.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j, vector.x, vector.y, vector.z ); + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + vector.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j + 1, vector.x, vector.y, vector.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + +}(); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +function PointLightHelper( light, sphereSize, color ) { + + this.light = light; + this.light.updateMatrixWorld(); + + this.color = color; + + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + + Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + +} + +PointLightHelper.prototype = Object.create( Mesh.prototype ); +PointLightHelper.prototype.constructor = PointLightHelper; + +PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); + +}; + +PointLightHelper.prototype.update = function () { + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + +}; + +/** + * @author abelnation / http://github.com/abelnation + * @author Mugen87 / http://github.com/Mugen87 + * @author WestLangley / http://github.com/WestLangley + */ + +function RectAreaLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var material = new LineBasicMaterial( { fog: false } ); + + var geometry = new BufferGeometry(); + + geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); + + this.line = new Line( geometry, material ); + this.add( this.line ); + + + this.update(); + +} + +RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); +RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; + +RectAreaLightHelper.prototype.dispose = function () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + +}; + +RectAreaLightHelper.prototype.update = function () { + + // calculate new dimensions of the helper + + var hx = this.light.width * 0.5; + var hy = this.light.height * 0.5; + + var position = this.line.geometry.attributes.position; + var array = position.array; + + // update vertices + + array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; + array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; + array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; + array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; + array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; + + position.needsUpdate = true; + + if ( this.color !== undefined ) { + + this.line.material.color.set( this.color ); + + } else { + + this.line.material.color.copy( this.light.color ); + + } + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +function HemisphereLightHelper( light, size, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new OctahedronBufferGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + if ( this.color === undefined ) this.material.vertexColors = VertexColors; + + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); + + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + +} + +HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); +HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + +HemisphereLightHelper.prototype.dispose = function () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + +}; + +HemisphereLightHelper.prototype.update = function () { + + var vector = new Vector3(); + + var color1 = new Color(); + var color2 = new Color(); + + return function update() { + + var mesh = this.children[ 0 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + var colors = mesh.geometry.getAttribute( 'color' ); + + color1.copy( this.light.color ); + color2.copy( this.light.groundColor ); + + for ( var i = 0, l = colors.count; i < l; i ++ ) { + + var color = ( i < ( l / 2 ) ) ? color1 : color2; + + colors.setXYZ( i, color.r, color.g, color.b ); + + } + + colors.needsUpdate = true; + + } + + mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + }; + +}(); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function GridHelper( size, divisions, color1, color2 ) { + + size = size || 10; + divisions = divisions || 10; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; + + var vertices = [], colors = []; + + for ( var 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 ); + + var color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + +} + +GridHelper.prototype = Object.create( LineSegments.prototype ); +GridHelper.prototype.constructor = GridHelper; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + * @author Hectate / http://www.github.com/Hectate + */ + +function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { + + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var vertices = []; + var colors = []; + + var x, z; + var v, i, j, r, color; + + // create the radials + + for ( i = 0; i <= radials; i ++ ) { + + v = ( i / radials ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + // create the circles + + for ( i = 0; i <= circles; i ++ ) { + + color = ( i & 1 ) ? color1 : color2; + + r = radius - ( radius / circles * i ); + + for ( j = 0; j < divisions; j ++ ) { + + // first vertex + + v = ( j / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + +} + +PolarGridHelper.prototype = Object.create( LineSegments.prototype ); +PolarGridHelper.prototype.constructor = PolarGridHelper; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function FaceNormalsHelper( object, size, hex, linewidth ) { + + // FaceNormalsHelper only supports THREE.Geometry + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + nNormals = objGeometry.faces.length; + + } else { + + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + this.update(); + +} + +FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); +FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + +FaceNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); + + return function update() { + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var normal = face.normal; + + v1.copy( vertices[ face.a ] ) + .add( vertices[ face.b ] ) + .add( vertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + position.needsUpdate = true; + + }; + +}() ); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function DirectionalLightHelper( light, size, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + if ( size === undefined ) size = 1; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + +} + +DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); +DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + +DirectionalLightHelper.prototype.dispose = function () { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + +}; + +DirectionalLightHelper.prototype.update = function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var v3 = new Vector3(); + + return function update() { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + this.lightPlane.lookAt( v3 ); + + if ( this.color !== undefined ) { + + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); + + } else { + + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); + + } + + this.targetLine.lookAt( v3 ); + this.targetLine.scale.z = v3.length(); + + }; + +}(); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author Mugen87 / https://github.com/Mugen87 + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +function CameraHelper( camera ) { + + var geometry = new BufferGeometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + + var vertices = []; + var colors = []; + + var pointMap = {}; + + // colors + + var colorFrustum = new Color( 0xffaa00 ); + var colorCone = new Color( 0xff0000 ); + var colorUp = new Color( 0x00aaff ); + var colorTarget = new Color( 0xffffff ); + var colorCross = new Color( 0x333333 ); + + // near + + addLine( 'n1', 'n2', colorFrustum ); + addLine( 'n2', 'n4', colorFrustum ); + addLine( 'n4', 'n3', colorFrustum ); + addLine( 'n3', 'n1', colorFrustum ); + + // far + + addLine( 'f1', 'f2', colorFrustum ); + addLine( 'f2', 'f4', colorFrustum ); + addLine( 'f4', 'f3', colorFrustum ); + addLine( 'f3', 'f1', colorFrustum ); + + // sides + + addLine( 'n1', 'f1', colorFrustum ); + addLine( 'n2', 'f2', colorFrustum ); + addLine( 'n3', 'f3', colorFrustum ); + addLine( 'n4', 'f4', colorFrustum ); + + // cone + + addLine( 'p', 'n1', colorCone ); + addLine( 'p', 'n2', colorCone ); + addLine( 'p', 'n3', colorCone ); + addLine( 'p', 'n4', colorCone ); + + // up + + addLine( 'u1', 'u2', colorUp ); + addLine( 'u2', 'u3', colorUp ); + addLine( 'u3', 'u1', colorUp ); + + // target + + addLine( 'c', 't', colorTarget ); + addLine( 'p', 'c', colorCross ); + + // cross + + addLine( 'cn1', 'cn2', colorCross ); + addLine( 'cn3', 'cn4', colorCross ); + + addLine( 'cf1', 'cf2', colorCross ); + addLine( 'cf3', 'cf4', colorCross ); + + function addLine( a, b, color ) { + + addPoint( a, color ); + addPoint( b, color ); + + } + + function addPoint( id, color ) { + + vertices.push( 0, 0, 0 ); + colors.push( color.r, color.g, color.b ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + + } + + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + LineSegments.call( this, geometry, material ); + + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + +} + +CameraHelper.prototype = Object.create( LineSegments.prototype ); +CameraHelper.prototype.constructor = CameraHelper; + +CameraHelper.prototype.update = function () { + + var geometry, pointMap; + + var vector = new Vector3(); + var camera = new Camera(); + + function setPoint( point, x, y, z ) { + + vector.set( x, y, z ).unproject( camera ); + + var points = pointMap[ point ]; + + if ( points !== undefined ) { + + var position = geometry.getAttribute( 'position' ); + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + position.setXYZ( points[ i ], vector.x, vector.y, vector.z ); + + } + + } + + } + + return function update() { + + geometry = this.geometry; + pointMap = this.pointMap; + + var w = 1, h = 1; + + // we need just camera projection matrix + // world matrix must be identity + + camera.projectionMatrix.copy( this.camera.projectionMatrix ); + + // center / target + + setPoint( 'c', 0, 0, - 1 ); + setPoint( 't', 0, 0, 1 ); + + // near + + setPoint( 'n1', - w, - h, - 1 ); + setPoint( 'n2', w, - h, - 1 ); + setPoint( 'n3', - w, h, - 1 ); + setPoint( 'n4', w, h, - 1 ); + + // far + + setPoint( 'f1', - w, - h, 1 ); + setPoint( 'f2', w, - h, 1 ); + setPoint( 'f3', - w, h, 1 ); + setPoint( 'f4', w, h, 1 ); + + // up + + setPoint( 'u1', w * 0.7, h * 1.1, - 1 ); + setPoint( 'u2', - w * 0.7, h * 1.1, - 1 ); + setPoint( 'u3', 0, h * 2, - 1 ); + + // cross + + setPoint( 'cf1', - w, 0, 1 ); + setPoint( 'cf2', w, 0, 1 ); + setPoint( 'cf3', 0, - h, 1 ); + setPoint( 'cf4', 0, h, 1 ); + + setPoint( 'cn1', - w, 0, - 1 ); + setPoint( 'cn2', w, 0, - 1 ); + setPoint( 'cn3', 0, - h, - 1 ); + setPoint( 'cn4', 0, h, - 1 ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + }; + +}(); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + */ + +function BoxHelper( object, color ) { + + this.object = object; + + if ( color === undefined ) color = 0xffff00; + + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); + + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + this.matrixAutoUpdate = false; + + this.update(); + +} + +BoxHelper.prototype = Object.create( LineSegments.prototype ); +BoxHelper.prototype.constructor = BoxHelper; + +BoxHelper.prototype.update = ( function () { + + var box = new Box3(); + + return function update( object ) { + + if ( object !== undefined ) { + + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + + } + + if ( this.object !== undefined ) { + + box.setFromObject( this.object ); + + } + + if ( box.isEmpty() ) return; + + var min = box.min; + var max = box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + var position = this.geometry.attributes.position; + var array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + }; + +} )(); + +BoxHelper.prototype.setFromObject = function ( object ) { + + this.object = object; + this.update(); + + return this; + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +function Box3Helper( box, hex ) { + + this.type = 'Box3Helper'; + + this.box = box; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + + var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + + var geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + this.geometry.computeBoundingSphere(); + +} + +Box3Helper.prototype = Object.create( LineSegments.prototype ); +Box3Helper.prototype.constructor = Box3Helper; + +Box3Helper.prototype.updateMatrixWorld = function ( force ) { + + var box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +function PlaneHelper( plane, size, hex ) { + + this.type = 'PlaneHelper'; + + this.plane = plane; + + this.size = ( size === undefined ) ? 1 : size; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + Line.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + // + + var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; + + var geometry2 = new BufferGeometry(); + geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); + +} + +PlaneHelper.prototype = Object.create( Line.prototype ); +PlaneHelper.prototype.constructor = PlaneHelper; + +PlaneHelper.prototype.updateMatrixWorld = function ( force ) { + + var scale = - this.plane.constant; + + if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter + + this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); + + this.lookAt( this.plane.normal ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ + +var lineGeometry; +var coneGeometry; + +function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + Object3D.call( this ); + + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + if ( lineGeometry === undefined ) { + + lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); + + } + + this.position.copy( origin ); + + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + +} + +ArrowHelper.prototype = Object.create( Object3D.prototype ); +ArrowHelper.prototype.constructor = ArrowHelper; + +ArrowHelper.prototype.setDirection = ( function () { + + var axis = new Vector3(); + var radians; + + return function setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + axis.set( dir.z, 0, - dir.x ).normalize(); + + radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( axis, radians ); + + } + + }; + +}() ); + +ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + +}; + +ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); + +}; + +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + +function AxesHelper( size ) { + + size = size || 1; + + var vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + var colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + +} + +AxesHelper.prototype = Object.create( LineSegments.prototype ); +AxesHelper.prototype.constructor = AxesHelper; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +var SceneUtils = { + + createMultiMaterialObject: function ( geometry, materials ) { + + var group = new Group(); + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + group.add( new Mesh( geometry, materials[ i ] ) ); + + } + + return group; + + }, + + detach: function ( child, parent, scene ) { + + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); + + }, + + attach: function ( child, scene, parent ) { + + child.applyMatrix( new Matrix4().getInverse( parent.matrixWorld ) ); + + scene.remove( child ); + parent.add( child ); + + } + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Face4( a, b, c, d, normal, color, materialIndex ) { + + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new Face3( a, b, c, normal, color, materialIndex ); + +} + +var LineStrip = 0; + +var LinePieces = 1; + +function MeshFaceMaterial( materials ) { + + console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); + return materials; + +} + +function MultiMaterial( materials ) { + + if ( materials === undefined ) materials = []; + + console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); + materials.isMultiMaterial = true; + materials.materials = materials; + materials.clone = function () { + + return materials.slice(); + + }; + return materials; + +} + +function PointCloud( geometry, material ) { + + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + +} + +function Particle( material ) { + + console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); + return new Sprite( material ); + +} + +function ParticleSystem( geometry, material ) { + + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + +} + +function PointCloudMaterial( parameters ) { + + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + +} + +function ParticleBasicMaterial( parameters ) { + + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + +} + +function ParticleSystemMaterial( parameters ) { + + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + +} + +function Vertex( x, y, z ) { + + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new Vector3( x, y, z ); + +} + +// + +function DynamicBufferAttribute( array, itemSize ) { + + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new BufferAttribute( array, itemSize ).setDynamic( true ); + +} + +function Int8Attribute( array, itemSize ) { + + console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); + return new Int8BufferAttribute( array, itemSize ); + +} + +function Uint8Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); + return new Uint8BufferAttribute( array, itemSize ); + +} + +function Uint8ClampedAttribute( array, itemSize ) { + + console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); + return new Uint8ClampedBufferAttribute( array, itemSize ); + +} + +function Int16Attribute( array, itemSize ) { + + console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); + return new Int16BufferAttribute( array, itemSize ); + +} + +function Uint16Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); + return new Uint16BufferAttribute( array, itemSize ); + +} + +function Int32Attribute( array, itemSize ) { + + console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); + return new Int32BufferAttribute( array, itemSize ); + +} + +function Uint32Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); + return new Uint32BufferAttribute( array, itemSize ); + +} + +function Float32Attribute( array, itemSize ) { + + console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); + return new Float32BufferAttribute( array, itemSize ); + +} + +function Float64Attribute( array, itemSize ) { + + console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); + return new Float64BufferAttribute( array, itemSize ); + +} + +// + +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; + +}; + +// + +Object.assign( CurvePath.prototype, { + + createPointsGeometry: function ( divisions ) { + + console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + // generate geometry from path points (for Line or Points objects) + + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createSpacedPointsGeometry: function ( divisions ) { + + console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + // generate geometry from equidistant sampling along the path + + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createGeometry: function ( points ) { + + console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + var geometry = new Geometry(); + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return geometry; + + } + +} ); + +// + +Object.assign( Path.prototype, { + + fromPoints: function ( points ) { + + console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); + this.setFromPoints( points ); + + } + +} ); + +// + +function ClosedSplineCurve3( points ) { + + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; + +} + +ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + +// + +function SplineCurve3( points ) { + + console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + +} + +SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + +// + +function Spline( points ) { + + console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + +} + +Spline.prototype = Object.create( CatmullRomCurve3.prototype ); + +Object.assign( Spline.prototype, { + + initFromArray: function ( /* a */ ) { + + console.error( 'THREE.Spline: .initFromArray() has been removed.' ); + + }, + getControlPointsArray: function ( /* optionalTarget */ ) { + + console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); + + }, + reparametrizeByArcLength: function ( /* samplingCoef */ ) { + + console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); + + } + +} ); + +// + +function AxisHelper( size ) { + + console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); + return new AxesHelper( size ); + +} + +function BoundingBoxHelper( object, color ) { + + console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); + return new BoxHelper( object, color ); + +} + +function EdgesHelper( object, hex ) { + + console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); + return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + +} + +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.' ); + +}; + +function WireframeHelper( object, hex ) { + + console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); + return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + +} + +// + +Object.assign( Loader.prototype, { + + extractUrlBase: function ( url ) { + + console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); + return LoaderUtils.extractUrlBase( url ); + + } + +} ); + +function XHRLoader( manager ) { + + console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); + return new FileLoader( manager ); + +} + +function BinaryTextureLoader( manager ) { + + console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); + return new DataTextureLoader( manager ); + +} + +// + +Object.assign( Box2.prototype, { + + center: function ( optionalTarget ) { + + console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + + }, + empty: function () { + + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + + }, + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + size: function ( optionalTarget ) { + + console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + + } +} ); + +Object.assign( Box3.prototype, { + + center: function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + + }, + empty: function () { + + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + + }, + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + isIntersectionSphere: function ( sphere ) { + + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + + }, + size: function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + + } +} ); + +Line3.prototype.center = function ( optionalTarget ) { + + console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + +}; + +Object.assign( _Math, { + + random16: function () { + + console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); + + }, + + nearestPowerOfTwo: function ( value ) { + + console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); + return _Math.floorPowerOfTwo( value ); + + }, + + nextPowerOfTwo: function ( value ) { + + console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); + return _Math.ceilPowerOfTwo( value ); + + } + +} ); + +Object.assign( Matrix3.prototype, { + + flattenToArrayOffset: function ( array, offset ) { + + console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); + + }, + multiplyVector3: function ( vector ) { + + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + + }, + multiplyVector3Array: function ( /* a */ ) { + + console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); + + }, + applyToBuffer: function ( buffer /*, offset, length */ ) { + + console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); + + }, + applyToVector3Array: function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); + + } + +} ); + +Object.assign( Matrix4.prototype, { + + extractPosition: function ( m ) { + + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + + }, + flattenToArrayOffset: function ( array, offset ) { + + console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); + + }, + getPosition: function () { + + var v1; + + return function getPosition() { + + if ( v1 === undefined ) v1 = new Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + return v1.setFromMatrixColumn( this, 3 ); + + }; + + }(), + setRotationFromQuaternion: function ( q ) { + + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + + }, + multiplyToArray: function () { + + console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); + + }, + multiplyVector3: function ( vector ) { + + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + multiplyVector4: function ( vector ) { + + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + multiplyVector3Array: function ( /* a */ ) { + + console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); + + }, + rotateAxis: function ( v ) { + + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); + + }, + crossVector: function ( vector ) { + + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + translate: function () { + + console.error( 'THREE.Matrix4: .translate() has been removed.' ); + + }, + rotateX: function () { + + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + + }, + rotateY: function () { + + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + + }, + rotateZ: function () { + + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + + }, + rotateByAxis: function () { + + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + + }, + applyToBuffer: function ( buffer /*, offset, length */ ) { + + console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); + + }, + applyToVector3Array: function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); + + }, + 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 ); + + } + +} ); + +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 ); + +}; + +Object.assign( Ray.prototype, { + + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + isIntersectionPlane: function ( plane ) { + + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + + }, + isIntersectionSphere: function ( sphere ) { + + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + + } + +} ); + +Object.assign( Shape.prototype, { + + extractAllPoints: function ( divisions ) { + + console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); + return this.extractPoints( divisions ); + + }, + extrude: function ( options ) { + + console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); + return new ExtrudeGeometry( this, options ); + + }, + makeGeometry: function ( options ) { + + console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); + return new ShapeGeometry( this, options ); + + } + +} ); + +Object.assign( Vector2.prototype, { + + fromAttribute: function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + distanceToManhattan: function ( v ) { + + console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + +} ); + +Object.assign( Vector3.prototype, { + + setEulerFromRotationMatrix: function () { + + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + + }, + setEulerFromQuaternion: function () { + + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + + }, + getPositionFromMatrix: function ( m ) { + + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); + + }, + getScaleFromMatrix: function ( m ) { + + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + + }, + getColumnFromMatrix: function ( index, matrix ) { + + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); + + }, + applyProjection: function ( m ) { + + console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); + return this.applyMatrix4( m ); + + }, + fromAttribute: function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + distanceToManhattan: function ( v ) { + + console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + +} ); + +Object.assign( Vector4.prototype, { + + fromAttribute: function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + +} ); + +// + +Geometry.prototype.computeTangents = function () { + + console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); + +}; + +Object.assign( Object3D.prototype, { + + getChildByName: function ( name ) { + + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + + }, + renderDepth: function () { + + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + + }, + translate: function ( distance, axis ) { + + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + + } + +} ); + +Object.defineProperties( Object3D.prototype, { + + eulerOrder: { + get: function () { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; + + }, + set: function ( value ) { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; + + } + }, + useQuaternion: { + get: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + }, + set: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + } + } + +} ); + +Object.defineProperties( LOD.prototype, { + + objects: { + get: function () { + + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + + } + } + +} ); + +Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { + + get: function () { + + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); + + }, + set: function () { + + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); + + } + +} ); + +Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { + + get: function () { + + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + return this.arcLengthDivisions; + + }, + set: function ( value ) { + + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + this.arcLengthDivisions = value; + + } + +} ); + +// + +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; + + } + } + +} ); + +Object.assign( BufferGeometry.prototype, { + + addIndex: function ( index ) { + + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + + }, + addDrawCall: function ( start, count, indexOffset ) { + + if ( indexOffset !== undefined ) { + + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); + + }, + clearDrawCalls: function () { + + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + + }, + computeTangents: function () { + + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + + }, + computeOffsets: function () { + + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + + } + +} ); + +Object.defineProperties( BufferGeometry.prototype, { + + drawcalls: { + get: function () { + + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + + } + }, + offsets: { + get: function () { + + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + + } + } + +} ); + +// + +Object.defineProperties( Uniform.prototype, { + + dynamic: { + set: function () { + + console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); + + } + }, + onUpdate: { + value: function () { + + console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); + return this; + + } + } + +} ); + +// + +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.' ); + + } + }, + 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 ); + + } + } + +} ); + +Object.defineProperties( MeshPhongMaterial.prototype, { + + metal: { + get: function () { + + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; + + }, + set: function () { + + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + + } + } + +} ); + +Object.defineProperties( ShaderMaterial.prototype, { + + derivatives: { + get: function () { + + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; + + }, + set: function ( value ) { + + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; + + } + } + +} ); + +// + +Object.assign( WebGLRenderer.prototype, { + + getCurrentRenderTarget: function () { + + console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); + return this.getRenderTarget(); + + }, + + getMaxAnisotropy: function () { + + console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); + return this.capabilities.getMaxAnisotropy(); + + }, + + getPrecision: function () { + + console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); + return this.capabilities.precision; + + }, + + resetGLState: function () { + + console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); + return this.state.reset(); + + }, + + supportsFloatTextures: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); + + }, + supportsHalfFloatTextures: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); + + }, + supportsStandardDerivatives: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); + + }, + supportsCompressedTextureS3TC: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + }, + supportsCompressedTexturePVRTC: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + }, + supportsBlendMinMax: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); + + }, + supportsVertexTextures: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); + return this.capabilities.vertexTextures; + + }, + supportsInstancedArrays: function () { + + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); + + }, + enableScissorTest: function ( boolean ) { + + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); + + }, + initMaterial: function () { + + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + + }, + addPrePlugin: function () { + + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + + }, + addPostPlugin: function () { + + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + + }, + updateShadowMap: function () { + + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + + } + +} ); + +Object.defineProperties( WebGLRenderer.prototype, { + + shadowMapEnabled: { + get: function () { + + return this.shadowMap.enabled; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; + + } + }, + shadowMapType: { + get: function () { + + return this.shadowMap.type; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; + + } + }, + shadowMapCullFace: { + get: function () { + + return this.shadowMap.cullFace; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); + this.shadowMap.cullFace = value; + + } + } +} ); + +Object.defineProperties( WebGLShadowMap.prototype, { + + cullFace: { + get: function () { + + return this.renderReverseSided ? CullFaceFront : CullFaceBack; + + }, + set: function ( cullFace ) { + + var value = ( cullFace !== CullFaceBack ); + console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); + this.renderReverseSided = value; + + } + } + +} ); + +// + +Object.defineProperties( WebGLRenderTarget.prototype, { + + wrapS: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; + + } + }, + wrapT: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + + } + }, + magFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + + } + }, + minFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + + } + }, + anisotropy: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; + + } + }, + offset: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; + + } + }, + repeat: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; + + } + }, + format: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; + + } + }, + type: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; + + } + }, + generateMipmaps: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; + + } + } + +} ); + +// + +Object.assign( WebVRManager.prototype, { + + getStandingMatrix: function () { + + console.warn( 'THREE.WebVRManager: .getStandingMatrix() has been removed.' ); + + } + +} ); + +Object.defineProperties( WebVRManager.prototype, { + + standing: { + set: function ( /* value */ ) { + + console.warn( 'THREE.WebVRManager: .standing has been removed.' ); + + } + } + +} ); + +// + +Audio.prototype.load = function ( file ) { + + console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); + var scope = this; + var audioLoader = new AudioLoader(); + audioLoader.load( file, function ( buffer ) { + + scope.setBuffer( buffer ); + + } ); + return this; + +}; + +AudioAnalyser.prototype.getData = function () { + + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); + +}; + +// + +CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { + + console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); + return this.update( renderer, scene ); + +}; + +// + +var GeometryUtils = { + + merge: function ( geometry1, geometry2, materialIndexOffset ) { + + console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); + var matrix; + + if ( geometry2.isMesh ) { + + geometry2.matrixAutoUpdate && geometry2.updateMatrix(); + + matrix = geometry2.matrix; + geometry2 = geometry2.geometry; + + } + + geometry1.merge( geometry2, matrix, materialIndexOffset ); + + }, + + center: function ( geometry ) { + + console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); + + } + +}; + +var ImageUtils = { + + crossOrigin: undefined, + + loadTexture: function ( url, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + + var loader = new TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( url, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadTextureCube: function ( urls, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + + var loader = new CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( urls, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadCompressedTexture: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + + }, + + loadCompressedTextureCube: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + + } + +}; + +// + +function Projector() { + + console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + + this.projectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); + + }; + + this.unprojectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); + + }; + + this.pickingRay = function () { + + console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + + }; + +} + +// + +function CanvasRenderer() { + + console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + + this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + +} + + +var THREE = Object.freeze({ + WebGLRenderTargetCube: WebGLRenderTargetCube, + WebGLRenderTarget: WebGLRenderTarget, + WebGLRenderer: WebGLRenderer, + ShaderLib: ShaderLib, + UniformsLib: UniformsLib, + UniformsUtils: UniformsUtils, + ShaderChunk: ShaderChunk, + FogExp2: FogExp2, + Fog: Fog, + Scene: Scene, + LensFlare: LensFlare, + Sprite: Sprite, + LOD: LOD, + SkinnedMesh: SkinnedMesh, + Skeleton: Skeleton, + Bone: Bone, + Mesh: Mesh, + LineSegments: LineSegments, + LineLoop: LineLoop, + Line: Line, + Points: Points, + Group: Group, + VideoTexture: VideoTexture, + DataTexture: DataTexture, + CompressedTexture: CompressedTexture, + CubeTexture: CubeTexture, + CanvasTexture: CanvasTexture, + DepthTexture: DepthTexture, + Texture: Texture, + CompressedTextureLoader: CompressedTextureLoader, + DataTextureLoader: DataTextureLoader, + CubeTextureLoader: CubeTextureLoader, + TextureLoader: TextureLoader, + ObjectLoader: ObjectLoader, + MaterialLoader: MaterialLoader, + BufferGeometryLoader: BufferGeometryLoader, + DefaultLoadingManager: DefaultLoadingManager, + LoadingManager: LoadingManager, + JSONLoader: JSONLoader, + ImageLoader: ImageLoader, + ImageBitmapLoader: ImageBitmapLoader, + FontLoader: FontLoader, + FileLoader: FileLoader, + Loader: Loader, + LoaderUtils: LoaderUtils, + Cache: Cache, + AudioLoader: AudioLoader, + SpotLightShadow: SpotLightShadow, + SpotLight: SpotLight, + PointLight: PointLight, + RectAreaLight: RectAreaLight, + HemisphereLight: HemisphereLight, + DirectionalLightShadow: DirectionalLightShadow, + DirectionalLight: DirectionalLight, + AmbientLight: AmbientLight, + LightShadow: LightShadow, + Light: Light, + StereoCamera: StereoCamera, + PerspectiveCamera: PerspectiveCamera, + OrthographicCamera: OrthographicCamera, + CubeCamera: CubeCamera, + ArrayCamera: ArrayCamera, + Camera: Camera, + AudioListener: AudioListener, + PositionalAudio: PositionalAudio, + AudioContext: AudioContext, + AudioAnalyser: AudioAnalyser, + Audio: Audio, + VectorKeyframeTrack: VectorKeyframeTrack, + StringKeyframeTrack: StringKeyframeTrack, + QuaternionKeyframeTrack: QuaternionKeyframeTrack, + NumberKeyframeTrack: NumberKeyframeTrack, + ColorKeyframeTrack: ColorKeyframeTrack, + BooleanKeyframeTrack: BooleanKeyframeTrack, + PropertyMixer: PropertyMixer, + PropertyBinding: PropertyBinding, + KeyframeTrack: KeyframeTrack, + AnimationUtils: AnimationUtils, + AnimationObjectGroup: AnimationObjectGroup, + AnimationMixer: AnimationMixer, + AnimationClip: AnimationClip, + Uniform: Uniform, + InstancedBufferGeometry: InstancedBufferGeometry, + BufferGeometry: BufferGeometry, + Geometry: Geometry, + InterleavedBufferAttribute: InterleavedBufferAttribute, + InstancedInterleavedBuffer: InstancedInterleavedBuffer, + InterleavedBuffer: InterleavedBuffer, + InstancedBufferAttribute: InstancedBufferAttribute, + Face3: Face3, + Object3D: Object3D, + Raycaster: Raycaster, + Layers: Layers, + EventDispatcher: EventDispatcher, + Clock: Clock, + QuaternionLinearInterpolant: QuaternionLinearInterpolant, + LinearInterpolant: LinearInterpolant, + DiscreteInterpolant: DiscreteInterpolant, + CubicInterpolant: CubicInterpolant, + Interpolant: Interpolant, + Triangle: Triangle, + Math: _Math, + Spherical: Spherical, + Cylindrical: Cylindrical, + Plane: Plane, + Frustum: Frustum, + Sphere: Sphere, + Ray: Ray, + Matrix4: Matrix4, + Matrix3: Matrix3, + Box3: Box3, + Box2: Box2, + Line3: Line3, + Euler: Euler, + Vector4: Vector4, + Vector3: Vector3, + Vector2: Vector2, + Quaternion: Quaternion, + Color: Color, + ImmediateRenderObject: ImmediateRenderObject, + VertexNormalsHelper: VertexNormalsHelper, + SpotLightHelper: SpotLightHelper, + SkeletonHelper: SkeletonHelper, + PointLightHelper: PointLightHelper, + RectAreaLightHelper: RectAreaLightHelper, + HemisphereLightHelper: HemisphereLightHelper, + GridHelper: GridHelper, + PolarGridHelper: PolarGridHelper, + FaceNormalsHelper: FaceNormalsHelper, + DirectionalLightHelper: DirectionalLightHelper, + CameraHelper: CameraHelper, + BoxHelper: BoxHelper, + Box3Helper: Box3Helper, + PlaneHelper: PlaneHelper, + ArrowHelper: ArrowHelper, + AxesHelper: AxesHelper, + Shape: Shape, + Path: Path, + ShapePath: ShapePath, + Font: Font, + CurvePath: CurvePath, + Curve: Curve, + ShapeUtils: ShapeUtils, + SceneUtils: SceneUtils, + WebGLUtils: WebGLUtils, + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + ParametricBufferGeometry: ParametricBufferGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TetrahedronBufferGeometry: TetrahedronBufferGeometry, + OctahedronGeometry: OctahedronGeometry, + OctahedronBufferGeometry: OctahedronBufferGeometry, + IcosahedronGeometry: IcosahedronGeometry, + IcosahedronBufferGeometry: IcosahedronBufferGeometry, + DodecahedronGeometry: DodecahedronGeometry, + DodecahedronBufferGeometry: DodecahedronBufferGeometry, + PolyhedronGeometry: PolyhedronGeometry, + PolyhedronBufferGeometry: PolyhedronBufferGeometry, + TubeGeometry: TubeGeometry, + TubeBufferGeometry: TubeBufferGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + TextBufferGeometry: TextBufferGeometry, + SphereGeometry: SphereGeometry, + SphereBufferGeometry: SphereBufferGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneGeometry: PlaneGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ShapeBufferGeometry: ShapeBufferGeometry, + ExtrudeGeometry: ExtrudeGeometry, + ExtrudeBufferGeometry: ExtrudeBufferGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleGeometry: CircleGeometry, + CircleBufferGeometry: CircleBufferGeometry, + BoxGeometry: BoxGeometry, + BoxBufferGeometry: BoxBufferGeometry, + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshToonMaterial: MeshToonMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshDistanceMaterial: MeshDistanceMaterial, + MeshBasicMaterial: MeshBasicMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material, + Float64BufferAttribute: Float64BufferAttribute, + Float32BufferAttribute: Float32BufferAttribute, + Uint32BufferAttribute: Uint32BufferAttribute, + Int32BufferAttribute: Int32BufferAttribute, + Uint16BufferAttribute: Uint16BufferAttribute, + Int16BufferAttribute: Int16BufferAttribute, + Uint8ClampedBufferAttribute: Uint8ClampedBufferAttribute, + Uint8BufferAttribute: Uint8BufferAttribute, + Int8BufferAttribute: Int8BufferAttribute, + BufferAttribute: BufferAttribute, + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve, + REVISION: REVISION, + MOUSE: MOUSE, + CullFaceNone: CullFaceNone, + CullFaceBack: CullFaceBack, + CullFaceFront: CullFaceFront, + CullFaceFrontBack: CullFaceFrontBack, + FrontFaceDirectionCW: FrontFaceDirectionCW, + FrontFaceDirectionCCW: FrontFaceDirectionCCW, + BasicShadowMap: BasicShadowMap, + PCFShadowMap: PCFShadowMap, + PCFSoftShadowMap: PCFSoftShadowMap, + FrontSide: FrontSide, + BackSide: BackSide, + DoubleSide: DoubleSide, + FlatShading: FlatShading, + SmoothShading: SmoothShading, + NoColors: NoColors, + FaceColors: FaceColors, + VertexColors: VertexColors, + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending, + AddEquation: AddEquation, + SubtractEquation: SubtractEquation, + ReverseSubtractEquation: ReverseSubtractEquation, + MinEquation: MinEquation, + MaxEquation: MaxEquation, + ZeroFactor: ZeroFactor, + OneFactor: OneFactor, + SrcColorFactor: SrcColorFactor, + OneMinusSrcColorFactor: OneMinusSrcColorFactor, + SrcAlphaFactor: SrcAlphaFactor, + OneMinusSrcAlphaFactor: OneMinusSrcAlphaFactor, + DstAlphaFactor: DstAlphaFactor, + OneMinusDstAlphaFactor: OneMinusDstAlphaFactor, + DstColorFactor: DstColorFactor, + OneMinusDstColorFactor: OneMinusDstColorFactor, + SrcAlphaSaturateFactor: SrcAlphaSaturateFactor, + NeverDepth: NeverDepth, + AlwaysDepth: AlwaysDepth, + LessDepth: LessDepth, + LessEqualDepth: LessEqualDepth, + EqualDepth: EqualDepth, + GreaterEqualDepth: GreaterEqualDepth, + GreaterDepth: GreaterDepth, + NotEqualDepth: NotEqualDepth, + MultiplyOperation: MultiplyOperation, + MixOperation: MixOperation, + AddOperation: AddOperation, + NoToneMapping: NoToneMapping, + LinearToneMapping: LinearToneMapping, + ReinhardToneMapping: ReinhardToneMapping, + Uncharted2ToneMapping: Uncharted2ToneMapping, + CineonToneMapping: CineonToneMapping, + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + SphericalReflectionMapping: SphericalReflectionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping, + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping, + NearestFilter: NearestFilter, + NearestMipMapNearestFilter: NearestMipMapNearestFilter, + NearestMipMapLinearFilter: NearestMipMapLinearFilter, + LinearFilter: LinearFilter, + LinearMipMapNearestFilter: LinearMipMapNearestFilter, + LinearMipMapLinearFilter: LinearMipMapLinearFilter, + UnsignedByteType: UnsignedByteType, + ByteType: ByteType, + ShortType: ShortType, + UnsignedShortType: UnsignedShortType, + IntType: IntType, + UnsignedIntType: UnsignedIntType, + FloatType: FloatType, + HalfFloatType: HalfFloatType, + UnsignedShort4444Type: UnsignedShort4444Type, + UnsignedShort5551Type: UnsignedShort5551Type, + UnsignedShort565Type: UnsignedShort565Type, + UnsignedInt248Type: UnsignedInt248Type, + AlphaFormat: AlphaFormat, + RGBFormat: RGBFormat, + RGBAFormat: RGBAFormat, + LuminanceFormat: LuminanceFormat, + LuminanceAlphaFormat: LuminanceAlphaFormat, + RGBEFormat: RGBEFormat, + DepthFormat: DepthFormat, + DepthStencilFormat: DepthStencilFormat, + RGB_S3TC_DXT1_Format: RGB_S3TC_DXT1_Format, + RGBA_S3TC_DXT1_Format: RGBA_S3TC_DXT1_Format, + RGBA_S3TC_DXT3_Format: RGBA_S3TC_DXT3_Format, + RGBA_S3TC_DXT5_Format: RGBA_S3TC_DXT5_Format, + RGB_PVRTC_4BPPV1_Format: RGB_PVRTC_4BPPV1_Format, + RGB_PVRTC_2BPPV1_Format: RGB_PVRTC_2BPPV1_Format, + RGBA_PVRTC_4BPPV1_Format: RGBA_PVRTC_4BPPV1_Format, + RGBA_PVRTC_2BPPV1_Format: RGBA_PVRTC_2BPPV1_Format, + RGB_ETC1_Format: RGB_ETC1_Format, + LoopOnce: LoopOnce, + LoopRepeat: LoopRepeat, + LoopPingPong: LoopPingPong, + InterpolateDiscrete: InterpolateDiscrete, + InterpolateLinear: InterpolateLinear, + InterpolateSmooth: InterpolateSmooth, + ZeroCurvatureEnding: ZeroCurvatureEnding, + ZeroSlopeEnding: ZeroSlopeEnding, + WrapAroundEnding: WrapAroundEnding, + TrianglesDrawMode: TrianglesDrawMode, + TriangleStripDrawMode: TriangleStripDrawMode, + TriangleFanDrawMode: TriangleFanDrawMode, + LinearEncoding: LinearEncoding, + sRGBEncoding: sRGBEncoding, + GammaEncoding: GammaEncoding, + RGBEEncoding: RGBEEncoding, + LogLuvEncoding: LogLuvEncoding, + RGBM7Encoding: RGBM7Encoding, + RGBM16Encoding: RGBM16Encoding, + RGBDEncoding: RGBDEncoding, + BasicDepthPacking: BasicDepthPacking, + RGBADepthPacking: RGBADepthPacking, + CubeGeometry: BoxGeometry, + Face4: Face4, + LineStrip: LineStrip, + LinePieces: LinePieces, + MeshFaceMaterial: MeshFaceMaterial, + MultiMaterial: MultiMaterial, + PointCloud: PointCloud, + Particle: Particle, + ParticleSystem: ParticleSystem, + PointCloudMaterial: PointCloudMaterial, + ParticleBasicMaterial: ParticleBasicMaterial, + ParticleSystemMaterial: ParticleSystemMaterial, + Vertex: Vertex, + DynamicBufferAttribute: DynamicBufferAttribute, + Int8Attribute: Int8Attribute, + Uint8Attribute: Uint8Attribute, + Uint8ClampedAttribute: Uint8ClampedAttribute, + Int16Attribute: Int16Attribute, + Uint16Attribute: Uint16Attribute, + Int32Attribute: Int32Attribute, + Uint32Attribute: Uint32Attribute, + Float32Attribute: Float32Attribute, + Float64Attribute: Float64Attribute, + ClosedSplineCurve3: ClosedSplineCurve3, + SplineCurve3: SplineCurve3, + Spline: Spline, + AxisHelper: AxisHelper, + BoundingBoxHelper: BoundingBoxHelper, + EdgesHelper: EdgesHelper, + WireframeHelper: WireframeHelper, + XHRLoader: XHRLoader, + BinaryTextureLoader: BinaryTextureLoader, + GeometryUtils: GeometryUtils, + ImageUtils: ImageUtils, + Projector: Projector, + CanvasRenderer: CanvasRenderer +}); + +var THREE$1 = Object.assign({}, THREE) + +// Marker types +var MARKER_ARROW = 0; +var MARKER_CUBE = 1; +var MARKER_SPHERE = 2; +var MARKER_CYLINDER = 3; +var MARKER_LINE_STRIP = 4; +var MARKER_LINE_LIST = 5; +var MARKER_CUBE_LIST = 6; +var MARKER_SPHERE_LIST = 7; +var MARKER_POINTS = 8; +var MARKER_TEXT_VIEW_FACING = 9; +var MARKER_MESH_RESOURCE = 10; +var MARKER_TRIANGLE_LIST = 11; + +// Interactive marker feedback types +var INTERACTIVE_MARKER_KEEP_ALIVE = 0; +var INTERACTIVE_MARKER_POSE_UPDATE = 1; +var INTERACTIVE_MARKER_MENU_SELECT = 2; +var INTERACTIVE_MARKER_BUTTON_CLICK = 3; +var INTERACTIVE_MARKER_MOUSE_DOWN = 4; +var INTERACTIVE_MARKER_MOUSE_UP = 5; + +// Interactive marker control types +var INTERACTIVE_MARKER_NONE = 0; +var INTERACTIVE_MARKER_MENU = 1; +var INTERACTIVE_MARKER_BUTTON = 2; +var INTERACTIVE_MARKER_MOVE_AXIS = 3; +var INTERACTIVE_MARKER_MOVE_PLANE = 4; +var INTERACTIVE_MARKER_ROTATE_AXIS = 5; +var INTERACTIVE_MARKER_MOVE_ROTATE = 6; +var INTERACTIVE_MARKER_MOVE_3D = 7; +var INTERACTIVE_MARKER_ROTATE_3D = 8; +var INTERACTIVE_MARKER_MOVE_ROTATE_3D = 9; + +// Interactive marker rotation behavior +var INTERACTIVE_MARKER_INHERIT = 0; +var INTERACTIVE_MARKER_FIXED = 1; +var INTERACTIVE_MARKER_VIEW_FACING = 2; + +/** + * Create a THREE material based on the given RGBA values. + * + * @param r - the red value + * @param g - the green value + * @param b - the blue value + * @param a - the alpha value + * @returns the THREE material + */ +var makeColorMaterial = function(r, g, b, a) { + var color = new THREE$1.Color(); + color.setRGB(r, g, b); + if (a <= 0.99) { + return new THREE$1.MeshBasicMaterial({ + color : color.getHex(), + opacity : a + 0.1, + transparent : true, + depthWrite : true, + blendSrc : THREE$1.SrcAlphaFactor, + blendDst : THREE$1.OneMinusSrcAlphaFactor, + blendEquation : THREE$1.ReverseSubtractEquation, + blending : THREE$1.NormalBlending + }); + } else { + return new THREE$1.MeshPhongMaterial({ + color : color.getHex(), + opacity : a, + blending : THREE$1.NormalBlending + }); + } +}; + +/** + * Return the intersection between the mouseray and the plane. + * + * @param mouseRay - the mouse ray + * @param planeOrigin - the origin of the plane + * @param planeNormal - the normal of the plane + * @returns the intersection point + */ +var intersectPlane = function(mouseRay, planeOrigin, planeNormal) { + var vector = new THREE$1.Vector3(); + var intersectPoint = new THREE$1.Vector3(); + vector.subVectors(planeOrigin, mouseRay.origin); + var dot = mouseRay.direction.dot(planeNormal); + + // bail if ray and plane are parallel + if (Math.abs(dot) < mouseRay.precision) { + return undefined; + } + + // calc distance to plane + var scalar = planeNormal.dot(vector) / dot; + + intersectPoint.addVectors(mouseRay.origin, mouseRay.direction.clone().multiplyScalar(scalar)); + return intersectPoint; +}; + +/** + * Find the closest point on targetRay to any point on mouseRay. Math taken from + * http://paulbourke.net/geometry/lineline3d/ + * + * @param targetRay - the target ray to use + * @param mouseRay - the mouse ray + * @param the closest point between the two rays + */ +var findClosestPoint = function(targetRay, mouseRay) { + var v13 = new THREE$1.Vector3(); + v13.subVectors(targetRay.origin, mouseRay.origin); + var v43 = mouseRay.direction.clone(); + var v21 = targetRay.direction.clone(); + var d1343 = v13.dot(v43); + var d4321 = v43.dot(v21); + var d1321 = v13.dot(v21); + var d4343 = v43.dot(v43); + var d2121 = v21.dot(v21); + + var denom = d2121 * d4343 - d4321 * d4321; + // check within a delta + if (Math.abs(denom) <= 0.0001) { + return undefined; + } + var numer = d1343 * d4321 - d1321 * d4343; + + var mua = numer / denom; + return mua; +}; + +/** + * Find the closest point between the axis and the mouse. + * + * @param axisRay - the ray from the axis + * @param camera - the camera to project from + * @param mousePos - the mouse position + * @returns the closest axis point + */ +var closestAxisPoint = function(axisRay, camera, mousePos) { + // project axis onto screen + var o = axisRay.origin.clone(); + o.project(camera); + var o2 = axisRay.direction.clone().add(axisRay.origin); + o2.project(camera); + + // d is the axis vector in screen space (d = o2-o) + var d = o2.clone().sub(o); + + // t is the 2d ray param of perpendicular projection of mousePos onto o + var tmp = new THREE$1.Vector2(); + // (t = (mousePos - o) * d / (d*d)) + var t = tmp.subVectors(mousePos, o).dot(d) / d.dot(d); + + // mp is the final 2d-projected mouse pos (mp = o + d*t) + var mp = new THREE$1.Vector2(); + mp.addVectors(o, d.clone().multiplyScalar(t)); + + // go back to 3d by shooting a ray + var vector = new THREE$1.Vector3(mp.x, mp.y, 0.5); + vector.unproject(camera); + var mpRay = new THREE$1.Ray(camera.position, vector.sub(camera.position).normalize()); + + return findClosestPoint(axisRay, mpRay); +}; + +/** + * @author Julius Kammerl - jkammerl@willowgarage.com + */ + +class DepthCloud extends THREE$1.Object3D { + + /** + * The DepthCloud object. + * + * @constructor + * @param options - object with following keys: + * + * * url - the URL of the stream + * * streamType (optional) - the stream type: mjpeg or vp8 video (defaults to vp8) + * * f (optional) - the camera's focal length (defaults to standard Kinect calibration) + * * maxDepthPerTile (optional) - the factor with which we control the desired depth range (defaults to 1.0) + * * pointSize (optional) - point size (pixels) for rendered point cloud + * * width (optional) - width of the video stream + * * height (optional) - height of the video stream + * * whiteness (optional) - blends rgb values to white (0..100) + * * varianceThreshold (optional) - threshold for variance filter, used for compression artifact removal + */ + constructor(options) { + super(); + options = options || {}; + + this.url = options.url; + this.streamType = options.streamType || 'vp8'; + this.f = options.f || 526; + this.maxDepthPerTile = options.maxDepthPerTile || 1.0; + this.pointSize = options.pointSize || 3; + this.width = options.width || 1024; + this.height = options.height || 1024; + this.resolutionFactor = Math.max(this.width, this.height) / 1024; + this.whiteness = options.whiteness || 0; + this.varianceThreshold = options.varianceThreshold || 0.000016667; + + this.isMjpeg = this.streamType.toLowerCase() === 'mjpeg'; + + this.video = document.createElement(this.isMjpeg ? 'img' : 'video'); + this.video.addEventListener(this.isMjpeg ? 'load' : 'loadedmetadata', this.metaLoaded.bind(this), false); + + if (!this.isMjpeg) { + this.video.loop = true; + } + + this.video.src = this.url; + this.video.crossOrigin = 'Anonymous'; + this.video.setAttribute('crossorigin', 'Anonymous'); + + // define custom shaders + this.vertex_shader = [ + 'uniform sampler2D map;', + '', + 'uniform float width;', + 'uniform float height;', + 'uniform float nearClipping, farClipping;', + '', + 'uniform float pointSize;', + 'uniform float zOffset;', + '', + 'uniform float focallength;', + 'uniform float maxDepthPerTile;', + 'uniform float resolutionFactor;', + '', + 'varying vec2 vUvP;', + 'varying vec2 colorP;', + '', + 'varying float depthVariance;', + 'varying float maskVal;', + '', + 'float sampleDepth(vec2 pos)', + ' {', + ' float depth;', + ' ', + ' vec2 vUv = vec2( pos.x / (width*2.0), pos.y / (height*2.0)+0.5 );', + ' vec2 vUv2 = vec2( pos.x / (width*2.0)+0.5, pos.y / (height*2.0)+0.5 );', + ' ', + ' vec4 depthColor = texture2D( map, vUv );', + ' ', + ' depth = ( depthColor.r + depthColor.g + depthColor.b ) / 3.0 ;', + ' ', + ' if (depth>0.99)', + ' {', + ' vec4 depthColor2 = texture2D( map, vUv2 );', + ' float depth2 = ( depthColor2.r + depthColor2.g + depthColor2.b ) / 3.0 ;', + ' depth = 0.99+depth2;', + ' }', + ' ', + ' return depth;', + ' }', + '', + 'float median(float a, float b, float c)', + ' {', + ' float r=a;', + ' ', + ' if ( (a0.5) || (vUvP.y<0.5) || (vUvP.y>0.0))', + ' {', + ' vec2 smp = decodeDepth(vec2(position.x, position.y));', + ' float depth = smp.x;', + ' depthVariance = smp.y;', + ' ', + ' float z = -depth;', + ' ', + ' pos = vec4(', + ' ( position.x / width - 0.5 ) * z * 0.5 * maxDepthPerTile * resolutionFactor * (1000.0/focallength) * -1.0,', + ' ( position.y / height - 0.5 ) * z * 0.5 * maxDepthPerTile * resolutionFactor * (1000.0/focallength),', + ' (- z + zOffset / 1000.0) * maxDepthPerTile,', + ' 1.0);', + ' ', + ' vec2 maskP = vec2( position.x / (width*2.0), position.y / (height*2.0) );', + ' vec4 maskColor = texture2D( map, maskP );', + ' maskVal = ( maskColor.r + maskColor.g + maskColor.b ) / 3.0 ;', + ' }', + ' ', + ' gl_PointSize = pointSize;', + ' gl_Position = projectionMatrix * modelViewMatrix * pos;', + ' ', + '}' + ].join('\n'); + + this.fragment_shader = [ + 'uniform sampler2D map;', + 'uniform float varianceThreshold;', + 'uniform float whiteness;', + '', + 'varying vec2 vUvP;', + 'varying vec2 colorP;', + '', + 'varying float depthVariance;', + 'varying float maskVal;', + '', + '', + 'void main() {', + ' ', + ' vec4 color;', + ' ', + ' if ( (depthVariance>varianceThreshold) || (maskVal>0.5) ||(vUvP.x<0.0)|| (vUvP.x>0.5) || (vUvP.y<0.5) || (vUvP.y>1.0))', + ' { ', + ' discard;', + ' }', + ' else ', + ' {', + ' color = texture2D( map, colorP );', + ' ', + ' float fader = whiteness /100.0;', + ' ', + ' color.r = color.r * (1.0-fader)+ fader;', + ' ', + ' color.g = color.g * (1.0-fader)+ fader;', + ' ', + ' color.b = color.b * (1.0-fader)+ fader;', + ' ', + ' color.a = 1.0;//smoothstep( 20000.0, -20000.0, gl_FragCoord.z / gl_FragCoord.w );', + ' }', + ' ', + ' gl_FragColor = vec4( color.r, color.g, color.b, color.a );', + ' ', + '}' + ].join('\n'); + }; + + /** + * Callback called when video metadata is ready + */ + metaLoaded() { + this.metaLoaded = true; + this.initStreamer(); + }; + + /** + * Callback called when video metadata is ready + */ + initStreamer() { + + if (this.metaLoaded) { + this.texture = new THREE$1.Texture(this.video); + this.geometry = new THREE$1.Geometry(); + + for (var i = 0, l = this.width * this.height; i < l; i++) { + + var vertex = new THREE$1.Vector3(); + vertex.x = (i % this.width); + vertex.y = Math.floor(i / this.width); + + this.geometry.vertices.push(vertex); + } + + this.material = new THREE$1.ShaderMaterial({ + uniforms : { + 'map' : { + type : 't', + value : this.texture + }, + 'width' : { + type : 'f', + value : this.width + }, + 'height' : { + type : 'f', + value : this.height + }, + 'focallength' : { + type : 'f', + value : this.f + }, + 'pointSize' : { + type : 'f', + value : this.pointSize + }, + 'zOffset' : { + type : 'f', + value : 0 + }, + 'whiteness' : { + type : 'f', + value : this.whiteness + }, + 'varianceThreshold' : { + type : 'f', + value : this.varianceThreshold + }, + 'maxDepthPerTile': { + type : 'f', + value : this.maxDepthPerTile + }, + 'resolutionFactor': { + type : 'f', + value : this.resolutionFactor + }, + }, + vertexShader : this.vertex_shader, + fragmentShader : this.fragment_shader + }); + + this.mesh = new THREE$1.ParticleSystem(this.geometry, this.material); + this.mesh.position.x = 0; + this.mesh.position.y = 0; + this.add(this.mesh); + + var that = this; + + setInterval(function() { + if (that.isMjpeg || that.video.readyState === that.video.HAVE_ENOUGH_DATA) { + that.texture.needsUpdate = true; + } + }, 1000 / 30); + } + }; + + /** + * Start video playback + */ + startStream() { + if (!this.isMjpeg) { + this.video.play(); + } + }; + + /** + * Stop video playback + */ + stopStream() { + if (!this.isMjpeg) { + this.video.pause(); + } + }; +} + +/** + * @author David Gossow - dgossow@willowgarage.com + */ + +class Arrow extends THREE$1.Mesh { + + /** + * A Arrow is a THREE object that can be used to display an arrow model. + * + * @constructor + * @param options - object with following keys: + * + * * origin (optional) - the origin of the arrow + * * direction (optional) - the direction vector of the arrow + * * length (optional) - the length of the arrow + * * headLength (optional) - the head length of the arrow + * * shaftDiameter (optional) - the shaft diameter of the arrow + * * headDiameter (optional) - the head diameter of the arrow + * * material (optional) - the material to use for this arrow + */ + constructor(options) { + options = options || {}; + var origin = options.origin || new THREE$1.Vector3(0, 0, 0); + var direction = options.direction || new THREE$1.Vector3(1, 0, 0); + var length = options.length || 1; + var headLength = options.headLength || 0.2; + var shaftDiameter = options.shaftDiameter || 0.05; + var headDiameter = options.headDiameter || 0.1; + var material = options.material || new THREE$1.MeshBasicMaterial(); + + var shaftLength = length - headLength; + + // create and merge geometry + var geometry = new THREE$1.CylinderGeometry(shaftDiameter * 0.5, shaftDiameter * 0.5, shaftLength, + 12, 1); + var m = new THREE$1.Matrix4(); + m.setPosition(new THREE$1.Vector3(0, shaftLength * 0.5, 0)); + geometry.applyMatrix(m); + + // create the head + var coneGeometry = new THREE$1.CylinderGeometry(0, headDiameter * 0.5, headLength, 12, 1); + m.setPosition(new THREE$1.Vector3(0, shaftLength + (headLength * 0.5), 0)); + coneGeometry.applyMatrix(m); + + // put the arrow together + geometry.merge(coneGeometry); + + super(geometry, material); + + this.position.copy(origin); + this.setDirection(direction); + }; + + /** + * Set the direction of this arrow to that of the given vector. + * + * @param direction - the direction to set this arrow + */ + setDirection(direction) { + var axis = new THREE$1.Vector3(0, 1, 0).cross(direction); + var radians = Math.acos(new THREE$1.Vector3(0, 1, 0).dot(direction.clone().normalize())); + this.matrix = new THREE$1.Matrix4().makeRotationAxis(axis.normalize(), radians); + this.rotation.setFromRotationMatrix(this.matrix, this.rotation.order); + }; + + /** + * Set this arrow to be the given length. + * + * @param length - the new length of the arrow + */ + setLength(length) { + this.scale.set(length, length, length); + }; + + /** + * Set the color of this arrow to the given hex value. + * + * @param hex - the hex value of the color to use + */ + setColor(hex) { + this.material.color.setHex(hex); + }; + + /* + * Free memory of elements in this marker. + */ + dispose() { + if (this.geometry !== undefined) { + this.geometry.dispose(); + } + if (this.material !== undefined) { + this.material.dispose(); + } + }; +} + +/** + * @author aleeper / http://adamleeper.com/ + * @author mrdoob / http://mrdoob.com/ + * @author gero3 / https://github.com/gero3 + * @author Mugen87 / https://github.com/Mugen87 + * + * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs. + * + * Supports both binary and ASCII encoded files, with automatic detection of type. + * + * The loader returns a non-indexed buffer geometry. + * + * Limitations: + * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL). + * There is perhaps some question as to how valid it is to always assume little-endian-ness. + * ASCII decoding assumes file is UTF-8. + * + * Usage: + * var loader = new THREE.STLLoader(); + * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) { + * scene.add( new THREE.Mesh( geometry ) ); + * }); + * + * For binary STLs geometry might contain colors for vertices. To use it: + * // use the same code to load STL as above + * if (geometry.hasColors) { + * material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: THREE.VertexColors }); + * } else { .... } + * var mesh = new THREE.Mesh( geometry, material ); + */ + +THREE$1.STLLoader = function (manager) { + + this.manager = (manager !== undefined) ? manager : THREE$1.DefaultLoadingManager; + +}; + +THREE$1.STLLoader.prototype = { + + constructor: THREE$1.STLLoader, + + load: function (url, onLoad, onProgress, onError) { + + var scope = this; + + var loader = new THREE$1.FileLoader(scope.manager); + loader.setResponseType('arraybuffer'); + loader.load(url, function (text) { + + onLoad(scope.parse(text)); + + }, onProgress, onError); + + }, + + parse: function (data) { + + function isBinary(data) { + + var expect, face_size, n_faces, reader; + reader = new DataView(data); + face_size = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8); + n_faces = reader.getUint32(80, true); + expect = 80 + (32 / 8) + (n_faces * face_size); + + if (expect === reader.byteLength) { + + return true; + + } + + // An ASCII STL data must begin with 'solid ' as the first six bytes. + // However, ASCII STLs lacking the SPACE after the 'd' are known to be + // plentiful. So, check the first 5 bytes for 'solid'. + + // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd' + + var solid = [115, 111, 108, 105, 100]; + + for (var i = 0; i < 5; i++) { + + // If solid[ i ] does not match the i-th byte, then it is not an + // ASCII STL; hence, it is binary and return true. + + if (solid[i] != reader.getUint8(i, false)) return true; + + } + + // First 5 bytes read "solid"; declare it to be an ASCII STL + + return false; + + } + + function parseBinary(data) { + + var reader = new DataView(data); + var faces = reader.getUint32(80, true); + + var r, g, b, hasColors = false, colors; + var defaultR, defaultG, defaultB, alpha; + + // process STL header + // check for default color in header ("COLOR=rgba" sequence). + + for (var index = 0; index < 80 - 10; index++) { + + if ((reader.getUint32(index, false) == 0x434F4C4F /*COLO*/) && + (reader.getUint8(index + 4) == 0x52 /*'R'*/) && + (reader.getUint8(index + 5) == 0x3D /*'='*/)) { + + hasColors = true; + colors = []; + + defaultR = reader.getUint8(index + 6) / 255; + defaultG = reader.getUint8(index + 7) / 255; + defaultB = reader.getUint8(index + 8) / 255; + alpha = reader.getUint8(index + 9) / 255; + + } + + } + + var dataOffset = 84; + var faceLength = 12 * 4 + 2; + + var geometry = new THREE$1.BufferGeometry(); + + var vertices = []; + var normals = []; + + for (var face = 0; face < faces; face++) { + + var start = dataOffset + face * faceLength; + var normalX = reader.getFloat32(start, true); + var normalY = reader.getFloat32(start + 4, true); + var normalZ = reader.getFloat32(start + 8, true); + + if (hasColors) { + + var packedColor = reader.getUint16(start + 48, true); + + if ((packedColor & 0x8000) === 0) { + + // facet has its own unique color + + r = (packedColor & 0x1F) / 31; + g = ((packedColor >> 5) & 0x1F) / 31; + b = ((packedColor >> 10) & 0x1F) / 31; + + } else { + + r = defaultR; + g = defaultG; + b = defaultB; + + } + + } + + for (var i = 1; i <= 3; i++) { + + var vertexstart = start + i * 12; + + vertices.push(reader.getFloat32(vertexstart, true)); + vertices.push(reader.getFloat32(vertexstart + 4, true)); + vertices.push(reader.getFloat32(vertexstart + 8, true)); + + normals.push(normalX, normalY, normalZ); + + if (hasColors) { + + colors.push(r, g, b); + + } + + } + + } + + geometry.addAttribute('position', new THREE$1.BufferAttribute(new Float32Array(vertices), 3)); + geometry.addAttribute('normal', new THREE$1.BufferAttribute(new Float32Array(normals), 3)); + + if (hasColors) { + + geometry.addAttribute('color', new THREE$1.BufferAttribute(new Float32Array(colors), 3)); + geometry.hasColors = true; + geometry.alpha = alpha; + + } + + return geometry; + + } + + function parseASCII(data) { + + var geometry = new THREE$1.BufferGeometry(); + var patternFace = /facet([\s\S]*?)endfacet/g; + var faceCounter = 0; + + var patternFloat = /[\s]+([+-]?(?:\d+.\d+|\d+.|\d+|.\d+)(?:[eE][+-]?\d+)?)/.source; + var patternVertex = new RegExp('vertex' + patternFloat + patternFloat + patternFloat, 'g'); + var patternNormal = new RegExp('normal' + patternFloat + patternFloat + patternFloat, 'g'); + + var vertices = []; + var normals = []; + + var normal = new THREE$1.Vector3(); + + var result; + + while ((result = patternFace.exec(data)) !== null) { + + var vertexCountPerFace = 0; + var normalCountPerFace = 0; + + var text = result[0]; + + while ((result = patternNormal.exec(text)) !== null) { + + normal.x = parseFloat(result[1]); + normal.y = parseFloat(result[2]); + normal.z = parseFloat(result[3]); + normalCountPerFace++; + + } + + while ((result = patternVertex.exec(text)) !== null) { + + vertices.push(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])); + normals.push(normal.x, normal.y, normal.z); + vertexCountPerFace++; + + } + + // every face have to own ONE valid normal + + if (normalCountPerFace !== 1) { + + console.error('THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter); + + } + + // each face have to own THREE valid vertices + + if (vertexCountPerFace !== 3) { + + console.error('THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter); + + } + + faceCounter++; + + } + + geometry.addAttribute('position', new THREE$1.Float32BufferAttribute(vertices, 3)); + geometry.addAttribute('normal', new THREE$1.Float32BufferAttribute(normals, 3)); + + return geometry; + + } + + function ensureString(buffer) { + + if (typeof buffer !== 'string') { + + var array_buffer = new Uint8Array(buffer); + + if (window.TextDecoder !== undefined) { + + return new TextDecoder().decode(array_buffer); + + } + + var str = ''; + + for (var i = 0, il = buffer.byteLength; i < il; i++) { + + str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian + + } + + return str; + + } else { + + return buffer; + + } + + } + + function ensureBinary(buffer) { + + if (typeof buffer === 'string') { + + var array_buffer = new Uint8Array(buffer.length); + for (var i = 0; i < buffer.length; i++) { + + array_buffer[i] = buffer.charCodeAt(i) & 0xff; // implicitly assumes little-endian + + } + return array_buffer.buffer || array_buffer; + + } else { + + return buffer; + + } + + } + + // start + + var binData = ensureBinary(data); + + return isBinary(binData) ? parseBinary(binData) : parseASCII(ensureString(data)); + + } + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + * + * + * @Modified by Jihoon Lee from ColladerLoader.js@r88 + * To support rviz compatible collada viewing. + * See: #202 why it is forked. + * + * It is a fork from ColladerLoader.js in three.js. It follows three.js license. + */ + +THREE$1.ColladaLoader = function (manager) { + + this.manager = (manager !== undefined) ? manager : THREE$1.DefaultLoadingManager; + +}; + +THREE$1.ColladaLoader.prototype = { + + constructor: THREE$1.ColladaLoader, + + crossOrigin: 'Anonymous', + + load: function (url, onLoad, onProgress, onError) { + + var scope = this; + + var path = THREE$1.Loader.prototype.extractUrlBase(url); + + var loader = new THREE$1.FileLoader(scope.manager); + loader.load(url, function (text) { + + onLoad(scope.parse(text, path)); + + }, onProgress, onError); + + }, + + options: { + + set convertUpAxis(value) { + + console.warn('THREE.ColladaLoader: options.convertUpAxis() has been removed. Up axis is converted automatically.'); + + } + + }, + + setCrossOrigin: function (value) { + + this.crossOrigin = value; + + }, + + parse: function (text, path) { + + function getElementsByTagName(xml, name) { + + // Non recursive xml.getElementsByTagName() ... + + var array = []; + var childNodes = xml.childNodes; + + for (var i = 0, l = childNodes.length; i < l; i++) { + + var child = childNodes[i]; + + if (child.nodeName === name) { + + array.push(child); + + } + + } + + return array; + + } + + function parseStrings(text) { + + if (text.length === 0) return []; + + var parts = text.trim().split(/\s+/); + var array = new Array(parts.length); + + for (var i = 0, l = parts.length; i < l; i++) { + + array[i] = parts[i]; + + } + + return array; + + } + + function parseFloats(text) { + + if (text.length === 0) return []; + + var parts = text.trim().split(/\s+/); + var array = new Array(parts.length); + + for (var i = 0, l = parts.length; i < l; i++) { + + array[i] = parseFloat(parts[i]); + + } + + return array; + + } + + function parseInts(text) { + + if (text.length === 0) return []; + + var parts = text.trim().split(/\s+/); + var array = new Array(parts.length); + + for (var i = 0, l = parts.length; i < l; i++) { + + array[i] = parseInt(parts[i]); + + } + + return array; + + } + + function parseId(text) { + + return text.substring(1); + + } + + function generateId() { + + return 'three_default_' + (count++); + + } + + function isEmpty(object) { + + return Object.keys(object).length === 0; + + } + + // asset + + function parseAsset(xml) { + + return { + unit: parseAssetUnit(getElementsByTagName(xml, 'unit')[0]), + upAxis: parseAssetUpAxis(getElementsByTagName(xml, 'up_axis')[0]) + }; + + } + + function parseAssetUnit(xml) { + + return xml !== undefined ? parseFloat(xml.getAttribute('meter')) : 1; + + } + + function parseAssetUpAxis(xml) { + + return xml !== undefined ? xml.textContent : 'Y_UP'; + + } + + // library + + function parseLibrary(xml, libraryName, nodeName, parser) { + + var library = getElementsByTagName(xml, libraryName)[0]; + + if (library !== undefined) { + + var elements = getElementsByTagName(library, nodeName); + + for (var i = 0; i < elements.length; i++) { + + parser(elements[i]); + + } + + } + + } + + function buildLibrary(data, builder) { + + for (var name in data) { + + var object = data[name]; + object.build = builder(data[name]); + + } + + } + + // get + + function getBuild(data, builder) { + + if (data.build !== undefined) return data.build; + + data.build = builder(data); + + return data.build; + + } + + // animation + + function parseAnimation(xml) { + + var data = { + sources: {}, + samplers: {}, + channels: {} + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + var id; + + switch (child.nodeName) { + + case 'source': + id = child.getAttribute('id'); + data.sources[id] = parseSource(child); + break; + + case 'sampler': + id = child.getAttribute('id'); + data.samplers[id] = parseAnimationSampler(child); + break; + + case 'channel': + id = child.getAttribute('target'); + data.channels[id] = parseAnimationChannel(child); + break; + + default: + console.log(child); + + } + + } + + library.animations[xml.getAttribute('id')] = data; + + } + + function parseAnimationSampler(xml) { + + var data = { + inputs: {}, + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'input': + var id = parseId(child.getAttribute('source')); + var semantic = child.getAttribute('semantic'); + data.inputs[semantic] = id; + break; + + } + + } + + return data; + + } + + function parseAnimationChannel(xml) { + + var data = {}; + + var target = xml.getAttribute('target'); + + // parsing SID Addressing Syntax + + var parts = target.split('/'); + + var id = parts.shift(); + var sid = parts.shift(); + + // check selection syntax + + var arraySyntax = (sid.indexOf('(') !== - 1); + var memberSyntax = (sid.indexOf('.') !== - 1); + + if (memberSyntax) { + + // member selection access + + parts = sid.split('.'); + sid = parts.shift(); + data.member = parts.shift(); + + } else if (arraySyntax) { + + // array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices. + + var indices = sid.split('('); + sid = indices.shift(); + + for (var i = 0; i < indices.length; i++) { + + indices[i] = parseInt(indices[i].replace(/\)/, '')); + + } + + data.indices = indices; + + } + + data.id = id; + data.sid = sid; + + data.arraySyntax = arraySyntax; + data.memberSyntax = memberSyntax; + + data.sampler = parseId(xml.getAttribute('source')); + + return data; + + } + + function buildAnimation(data) { + + var tracks = []; + + var channels = data.channels; + var samplers = data.samplers; + var sources = data.sources; + + for (var target in channels) { + + if (channels.hasOwnProperty(target)) { + + var channel = channels[target]; + var sampler = samplers[channel.sampler]; + + var inputId = sampler.inputs.INPUT; + var outputId = sampler.inputs.OUTPUT; + + var inputSource = sources[inputId]; + var outputSource = sources[outputId]; + + var animation = buildAnimationChannel(channel, inputSource, outputSource); + + createKeyframeTracks(animation, tracks); + + } + + } + + return tracks; + + } + + function getAnimation(id) { + + return getBuild(library.animations[id], buildAnimation); + + } + + function buildAnimationChannel(channel, inputSource, outputSource) { + + var node = library.nodes[channel.id]; + var object3D = getNode(node.id); + + var transform = node.transforms[channel.sid]; + var defaultMatrix = node.matrix.clone().transpose(); + + var time, stride; + var i, il, j, jl; + + var data = {}; + + // the collada spec allows the animation of data in various ways. + // depending on the transform type (matrix, translate, rotate, scale), we execute different logic + + switch (transform) { + + case 'matrix': + + for (i = 0, il = inputSource.array.length; i < il; i++) { + + time = inputSource.array[i]; + stride = i * outputSource.stride; + + if (data[time] === undefined) data[time] = {}; + + if (channel.arraySyntax === true) { + + var value = outputSource.array[stride]; + var index = channel.indices[0] + 4 * channel.indices[1]; + + data[time][index] = value; + + } else { + + for (j = 0, jl = outputSource.stride; j < jl; j++) { + + data[time][j] = outputSource.array[stride + j]; + + } + + } + + } + + break; + + case 'translate': + console.warn('THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform); + break; + + case 'rotate': + console.warn('THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform); + break; + + case 'scale': + console.warn('THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform); + break; + + } + + var keyframes = prepareAnimationData(data, defaultMatrix); + + var animation = { + name: object3D.uuid, + keyframes: keyframes + }; + + return animation; + + } + + function prepareAnimationData(data, defaultMatrix) { + + var keyframes = []; + + // transfer data into a sortable array + + for (var time in data) { + + keyframes.push({ time: parseFloat(time), value: data[time] }); + + } + + // ensure keyframes are sorted by time + + keyframes.sort(ascending); + + // now we clean up all animation data, so we can use them for keyframe tracks + + for (var i = 0; i < 16; i++) { + + transformAnimationData(keyframes, i, defaultMatrix.elements[i]); + + } + + return keyframes; + + // array sort function + + function ascending(a, b) { + + return a.time - b.time; + + } + + } + + var position = new THREE$1.Vector3(); + var scale = new THREE$1.Vector3(); + var quaternion = new THREE$1.Quaternion(); + + function createKeyframeTracks(animation, tracks) { + + var keyframes = animation.keyframes; + var name = animation.name; + + var times = []; + var positionData = []; + var quaternionData = []; + var scaleData = []; + + for (var i = 0, l = keyframes.length; i < l; i++) { + + var keyframe = keyframes[i]; + + var time = keyframe.time; + var value = keyframe.value; + + matrix.fromArray(value).transpose(); + matrix.decompose(position, quaternion, scale); + + times.push(time); + positionData.push(position.x, position.y, position.z); + quaternionData.push(quaternion.x, quaternion.y, quaternion.z, quaternion.w); + scaleData.push(scale.x, scale.y, scale.z); + + } + + if (positionData.length > 0) tracks.push(new THREE$1.VectorKeyframeTrack(name + '.position', times, positionData)); + if (quaternionData.length > 0) tracks.push(new THREE$1.QuaternionKeyframeTrack(name + '.quaternion', times, quaternionData)); + if (scaleData.length > 0) tracks.push(new THREE$1.VectorKeyframeTrack(name + '.scale', times, scaleData)); + + return tracks; + + } + + function transformAnimationData(keyframes, property, defaultValue) { + + var keyframe; + + var empty = true; + var i, l; + + // check, if values of a property are missing in our keyframes + + for (i = 0, l = keyframes.length; i < l; i++) { + + keyframe = keyframes[i]; + + if (keyframe.value[property] === undefined) { + + keyframe.value[property] = null; // mark as missing + + } else { + + empty = false; + + } + + } + + if (empty === true) { + + // no values at all, so we set a default value + + for (i = 0, l = keyframes.length; i < l; i++) { + + keyframe = keyframes[i]; + + keyframe.value[property] = defaultValue; + + } + + } else { + + // filling gaps + + createMissingKeyframes(keyframes, property); + + } + + } + + function createMissingKeyframes(keyframes, property) { + + var prev, next; + + for (var i = 0, l = keyframes.length; i < l; i++) { + + var keyframe = keyframes[i]; + + if (keyframe.value[property] === null) { + + prev = getPrev(keyframes, i, property); + next = getNext(keyframes, i, property); + + if (prev === null) { + + keyframe.value[property] = next.value[property]; + continue; + + } + + if (next === null) { + + keyframe.value[property] = prev.value[property]; + continue; + + } + + interpolate(keyframe, prev, next, property); + + } + + } + + } + + function getPrev(keyframes, i, property) { + + while (i >= 0) { + + var keyframe = keyframes[i]; + + if (keyframe.value[property] !== null) return keyframe; + + i--; + + } + + return null; + + } + + function getNext(keyframes, i, property) { + + while (i < keyframes.length) { + + var keyframe = keyframes[i]; + + if (keyframe.value[property] !== null) return keyframe; + + i++; + + } + + return null; + + } + + function interpolate(key, prev, next, property) { + + if ((next.time - prev.time) === 0) { + + key.value[property] = prev.value[property]; + return; + + } + + key.value[property] = ((key.time - prev.time) * (next.value[property] - prev.value[property]) / (next.time - prev.time)) + prev.value[property]; + + } + + // animation clips + + function parseAnimationClip(xml) { + + var data = { + name: xml.getAttribute('id') || 'default', + start: parseFloat(xml.getAttribute('start') || 0), + end: parseFloat(xml.getAttribute('end') || 0), + animations: [] + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'instance_animation': + data.animations.push(parseId(child.getAttribute('url'))); + break; + + } + + } + + library.clips[xml.getAttribute('id')] = data; + + } + + function buildAnimationClip(data) { + + var tracks = []; + + var name = data.name; + var duration = (data.end - data.start) || - 1; + var animations = data.animations; + + for (var i = 0, il = animations.length; i < il; i++) { + + var animationTracks = getAnimation(animations[i]); + + for (var j = 0, jl = animationTracks.length; j < jl; j++) { + + tracks.push(animationTracks[j]); + + } + + } + + return new THREE$1.AnimationClip(name, duration, tracks); + + } + + function getAnimationClip(id) { + + return getBuild(library.clips[id], buildAnimationClip); + + } + + // controller + + function parseController(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'skin': + // there is exactly one skin per controller + data.id = parseId(child.getAttribute('source')); + data.skin = parseSkin(child); + break; + + case 'morph': + data.id = parseId(child.getAttribute('source')); + console.warn('THREE.ColladaLoader: Morph target animation not supported yet.'); + break; + + } + + } + + library.controllers[xml.getAttribute('id')] = data; + + } + + function parseSkin(xml) { + + var data = { + sources: {} + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'bind_shape_matrix': + data.bindShapeMatrix = parseFloats(child.textContent); + break; + + case 'source': + var id = child.getAttribute('id'); + data.sources[id] = parseSource(child); + break; + + case 'joints': + data.joints = parseJoints(child); + break; + + case 'vertex_weights': + data.vertexWeights = parseVertexWeights(child); + break; + + } + + } + + return data; + + } + + function parseJoints(xml) { + + var data = { + inputs: {} + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'input': + var semantic = child.getAttribute('semantic'); + var id = parseId(child.getAttribute('source')); + data.inputs[semantic] = id; + break; + + } + + } + + return data; + + } + + function parseVertexWeights(xml) { + + var data = { + inputs: {} + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'input': + var semantic = child.getAttribute('semantic'); + var id = parseId(child.getAttribute('source')); + var offset = parseInt(child.getAttribute('offset')); + data.inputs[semantic] = { id: id, offset: offset }; + break; + + case 'vcount': + data.vcount = parseInts(child.textContent); + break; + + case 'v': + data.v = parseInts(child.textContent); + break; + + } + + } + + return data; + + } + + function buildController(data) { + + var build = { + id: data.id + }; + + var geometry = library.geometries[build.id]; + + if (data.skin !== undefined) { + + build.skin = buildSkin(data.skin); + + // we enhance the 'sources' property of the corresponding geometry with our skin data + + geometry.sources.skinIndices = build.skin.indices; + geometry.sources.skinWeights = build.skin.weights; + + } + + return build; + + } + + function buildSkin(data) { + + var BONE_LIMIT = 4; + + var build = { + joints: [], // this must be an array to preserve the joint order + indices: { + array: [], + stride: BONE_LIMIT + }, + weights: { + array: [], + stride: BONE_LIMIT + } + }; + + var sources = data.sources; + var vertexWeights = data.vertexWeights; + + var vcount = vertexWeights.vcount; + var v = vertexWeights.v; + var jointOffset = vertexWeights.inputs.JOINT.offset; + var weightOffset = vertexWeights.inputs.WEIGHT.offset; + + var jointSource = data.sources[data.joints.inputs.JOINT]; + var inverseSource = data.sources[data.joints.inputs.INV_BIND_MATRIX]; + + var weights = sources[vertexWeights.inputs.WEIGHT.id].array; + var stride = 0; + + var i, j, l; + + // procces skin data for each vertex + + for (i = 0, l = vcount.length; i < l; i++) { + + var jointCount = vcount[i]; // this is the amount of joints that affect a single vertex + var vertexSkinData = []; + + for (j = 0; j < jointCount; j++) { + + var skinIndex = v[stride + jointOffset]; + var weightId = v[stride + weightOffset]; + var skinWeight = weights[weightId]; + + vertexSkinData.push({ index: skinIndex, weight: skinWeight }); + + stride += 2; + + } + + // we sort the joints in descending order based on the weights. + // this ensures, we only procced the most important joints of the vertex + + vertexSkinData.sort(descending); + + // now we provide for each vertex a set of four index and weight values. + // the order of the skin data matches the order of vertices + + for (j = 0; j < BONE_LIMIT; j++) { + + var d = vertexSkinData[j]; + + if (d !== undefined) { + + build.indices.array.push(d.index); + build.weights.array.push(d.weight); + + } else { + + build.indices.array.push(0); + build.weights.array.push(0); + + } + + } + + } + + // setup bind matrix + + build.bindMatrix = new THREE$1.Matrix4().fromArray(data.bindShapeMatrix).transpose(); + + // process bones and inverse bind matrix data + + for (i = 0, l = jointSource.array.length; i < l; i++) { + + var name = jointSource.array[i]; + var boneInverse = new THREE$1.Matrix4().fromArray(inverseSource.array, i * inverseSource.stride).transpose(); + + build.joints.push({ name: name, boneInverse: boneInverse }); + + } + + return build; + + // array sort function + + function descending(a, b) { + + return b.weight - a.weight; + + } + + } + + function getController(id) { + + return getBuild(library.controllers[id], buildController); + + } + + // image + + function parseImage(xml) { + + var data = { + init_from: getElementsByTagName(xml, 'init_from')[0].textContent + }; + + library.images[xml.getAttribute('id')] = data; + + } + + function buildImage(data) { + + if (data.build !== undefined) return data.build; + + return data.init_from; + + } + + function getImage(id) { + + return getBuild(library.images[id], buildImage); + + } + + // effect + + function parseEffect(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'profile_COMMON': + data.profile = parseEffectProfileCOMMON(child); + break; + + } + + } + + library.effects[xml.getAttribute('id')] = data; + + } + + function parseEffectProfileCOMMON(xml) { + + var data = { + surfaces: {}, + samplers: {} + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'newparam': + parseEffectNewparam(child, data); + break; + + case 'technique': + data.technique = parseEffectTechnique(child); + break; + + } + + } + + return data; + + } + + function parseEffectNewparam(xml, data) { + + var sid = xml.getAttribute('sid'); + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'surface': + data.surfaces[sid] = parseEffectSurface(child); + break; + + case 'sampler2D': + data.samplers[sid] = parseEffectSampler(child); + break; + + } + + } + + } + + function parseEffectSurface(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'init_from': + data.init_from = child.textContent; + break; + + } + + } + + return data; + + } + + function parseEffectSampler(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'source': + data.source = child.textContent; + break; + + } + + } + + return data; + + } + + function parseEffectTechnique(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'constant': + case 'lambert': + case 'blinn': + case 'phong': + data.type = child.nodeName; + data.parameters = parseEffectParameters(child); + break; + + } + + } + + return data; + + } + + function parseEffectParameters(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'emission': + case 'diffuse': + case 'specular': + case 'shininess': + case 'transparent': + case 'transparency': + data[child.nodeName] = parseEffectParameter(child); + break; + + } + + } + + return data; + + } + + function parseEffectParameter(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'color': + data[child.nodeName] = parseFloats(child.textContent); + break; + + case 'float': + data[child.nodeName] = parseFloat(child.textContent); + break; + + case 'texture': + data[child.nodeName] = { id: child.getAttribute('texture'), extra: parseEffectParameterTexture(child) }; + break; + + } + + } + + return data; + + } + + function parseEffectParameterTexture(xml) { + + var data = { + technique: {} + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'extra': + parseEffectParameterTextureExtra(child, data); + break; + + } + + } + + return data; + + } + + function parseEffectParameterTextureExtra(xml, data) { + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'technique': + parseEffectParameterTextureExtraTechnique(child, data); + break; + + } + + } + + } + + function parseEffectParameterTextureExtraTechnique(xml, data) { + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'repeatU': + case 'repeatV': + case 'offsetU': + case 'offsetV': + data.technique[child.nodeName] = parseFloat(child.textContent); + break; + + case 'wrapU': + case 'wrapV': + + // some files have values for wrapU/wrapV which become NaN via parseInt + + if (child.textContent.toUpperCase() === 'TRUE') { + + data.technique[child.nodeName] = 1; + + } else if (child.textContent.toUpperCase() === 'FALSE') { + + data.technique[child.nodeName] = 0; + + } else { + + data.technique[child.nodeName] = parseInt(child.textContent); + + } + + break; + + } + + } + + } + + function buildEffect(data) { + + return data; + + } + + function getEffect(id) { + + return getBuild(library.effects[id], buildEffect); + + } + + // material + + function parseMaterial(xml) { + + var data = { + name: xml.getAttribute('name') + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'instance_effect': + data.url = parseId(child.getAttribute('url')); + break; + + } + + } + + library.materials[xml.getAttribute('id')] = data; + + } + + function buildMaterial(data) { + + var effect = getEffect(data.url); + var technique = effect.profile.technique; + + var material; + + switch (technique.type) { + + case 'phong': + case 'blinn': + material = new THREE$1.MeshPhongMaterial(); + break; + + case 'lambert': + material = new THREE$1.MeshLambertMaterial(); + break; + + default: + material = new THREE$1.MeshBasicMaterial(); + break; + + } + + material.name = data.name; + + function getTexture(textureObject) { + + var sampler = effect.profile.samplers[textureObject.id]; + + if (sampler !== undefined) { + + var surface = effect.profile.surfaces[sampler.source]; + + var texture = textureLoader.load(getImage(surface.init_from)); + + var extra = textureObject.extra; + + if (extra !== undefined && extra.technique !== undefined && isEmpty(extra.technique) === false) { + + var technique = extra.technique; + + texture.wrapS = technique.wrapU ? THREE$1.RepeatWrapping : THREE$1.ClampToEdgeWrapping; + texture.wrapT = technique.wrapV ? THREE$1.RepeatWrapping : THREE$1.ClampToEdgeWrapping; + + texture.offset.set(technique.offsetU || 0, technique.offsetV || 0); + texture.repeat.set(technique.repeatU || 1, technique.repeatV || 1); + + } else { + + texture.wrapS = THREE$1.RepeatWrapping; + texture.wrapT = THREE$1.RepeatWrapping; + + } + + return texture; + + } + + console.error('THREE.ColladaLoader: Undefined sampler', textureObject.id); + + return null; + + } + + var parameters = technique.parameters; + + for (var key in parameters) { + + var parameter = parameters[key]; + + switch (key) { + + case 'diffuse': + if (parameter.color) material.color.fromArray(parameter.color); + if (parameter.texture) material.map = getTexture(parameter.texture); + break; + case 'specular': + if (parameter.color && material.specular) material.specular.fromArray(parameter.color); + if (parameter.texture) material.specularMap = getTexture(parameter.texture); + break; + case 'shininess': + if (parameter.float && material.shininess) + material.shininess = parameter.float; + break; + case 'emission': + if (parameter.color && material.emissive) + material.emissive.fromArray(parameter.color); + break; + case 'transparent': + // if ( parameter.texture ) material.alphaMap = getTexture( parameter.texture ); + material.transparent = true; + break; + case 'transparency': + if (parameter.float !== undefined) material.opacity = parameter.float; + material.transparent = true; + break; + + } + + } + + return material; + + } + + function getMaterial(id) { + + return getBuild(library.materials[id], buildMaterial); + + } + + // camera + + function parseCamera(xml) { + + var data = { + name: xml.getAttribute('name') + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'optics': + data.optics = parseCameraOptics(child); + break; + + } + + } + + library.cameras[xml.getAttribute('id')] = data; + + } + + function parseCameraOptics(xml) { + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + switch (child.nodeName) { + + case 'technique_common': + return parseCameraTechnique(child); + + } + + } + + return {}; + + } + + function parseCameraTechnique(xml) { + + var data = {}; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + switch (child.nodeName) { + + case 'perspective': + case 'orthographic': + + data.technique = child.nodeName; + data.parameters = parseCameraParameters(child); + + break; + + } + + } + + return data; + + } + + function parseCameraParameters(xml) { + + var data = {}; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + switch (child.nodeName) { + + case 'xfov': + case 'yfov': + case 'xmag': + case 'ymag': + case 'znear': + case 'zfar': + case 'aspect_ratio': + data[child.nodeName] = parseFloat(child.textContent); + break; + + } + + } + + return data; + + } + + function buildCamera(data) { + + var camera; + + switch (data.optics.technique) { + + case 'perspective': + camera = new THREE$1.PerspectiveCamera( + data.optics.parameters.yfov, + data.optics.parameters.aspect_ratio, + data.optics.parameters.znear, + data.optics.parameters.zfar + ); + break; + + case 'orthographic': + var ymag = data.optics.parameters.ymag; + var xmag = data.optics.parameters.xmag; + var aspectRatio = data.optics.parameters.aspect_ratio; + + xmag = (xmag === undefined) ? (ymag * aspectRatio) : xmag; + ymag = (ymag === undefined) ? (xmag / aspectRatio) : ymag; + + xmag *= 0.5; + ymag *= 0.5; + + camera = new THREE$1.OrthographicCamera( + - xmag, xmag, ymag, - ymag, // left, right, top, bottom + data.optics.parameters.znear, + data.optics.parameters.zfar + ); + break; + + default: + camera = new THREE$1.PerspectiveCamera(); + break; + + } + + camera.name = data.name; + + return camera; + + } + + function getCamera(id) { + var data = library.cameras[id]; + if (data !== undefined) { + return getBuild(data, buildCamera); + } + return null; + } + + // light + + function parseLight(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'technique_common': + data = parseLightTechnique(child); + break; + + } + + } + + library.lights[xml.getAttribute('id')] = data; + + } + + function parseLightTechnique(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'directional': + case 'point': + case 'spot': + case 'ambient': + + data.technique = child.nodeName; + data.parameters = parseLightParameters(child); + + } + + } + + return data; + + } + + function parseLightParameters(xml) { + + var data = {}; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'color': + var array = parseFloats(child.textContent); + data.color = new THREE$1.Color().fromArray(array); + break; + + case 'falloff_angle': + data.falloffAngle = parseFloat(child.textContent); + break; + + case 'quadratic_attenuation': + var f = parseFloat(child.textContent); + data.distance = f ? Math.sqrt(1 / f) : 0; + break; + + } + + } + + return data; + + } + + function buildLight(data) { + + var light; + + switch (data.technique) { + + case 'directional': + light = new THREE$1.DirectionalLight(); + break; + + case 'point': + light = new THREE$1.PointLight(); + break; + + case 'spot': + light = new THREE$1.SpotLight(); + break; + + case 'ambient': + light = new THREE$1.AmbientLight(); + break; + + } + + if (data.parameters.color) light.color.copy(data.parameters.color); + if (data.parameters.distance) light.distance = data.parameters.distance; + + return light; + + } + + // geometry + + function parseGeometry(xml) { + + var data = { + name: xml.getAttribute('name'), + sources: {}, + vertices: {}, + primitives: [] + }; + + var mesh = getElementsByTagName(xml, 'mesh')[0]; + + for (var i = 0; i < mesh.childNodes.length; i++) { + + var child = mesh.childNodes[i]; + + if (child.nodeType !== 1) continue; + + var id = child.getAttribute('id'); + + switch (child.nodeName) { + + case 'source': + data.sources[id] = parseSource(child); + break; + + case 'vertices': + // data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ]; + data.vertices = parseGeometryVertices(child); + break; + + case 'polygons': + console.warn('THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName); + break; + + case 'lines': + case 'linestrips': + case 'polylist': + case 'triangles': + data.primitives.push(parseGeometryPrimitive(child)); + break; + + default: + console.log(child); + + } + + } + + library.geometries[xml.getAttribute('id')] = data; + + } + + function parseSource(xml) { + + var data = { + array: [], + stride: 3 + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'float_array': + data.array = parseFloats(child.textContent); + break; + + case 'Name_array': + data.array = parseStrings(child.textContent); + break; + + case 'technique_common': + var accessor = getElementsByTagName(child, 'accessor')[0]; + + if (accessor !== undefined) { + + data.stride = parseInt(accessor.getAttribute('stride')); + + } + break; + + } + + } + + return data; + + } + + function parseGeometryVertices(xml) { + + var data = {}; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + data[child.getAttribute('semantic')] = parseId(child.getAttribute('source')); + + } + + return data; + + } + + function parseGeometryPrimitive(xml) { + + var primitive = { + type: xml.nodeName, + material: xml.getAttribute('material'), + count: parseInt(xml.getAttribute('count')), + inputs: {}, + stride: 0 + }; + + for (var i = 0, l = xml.childNodes.length; i < l; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'input': + var id = parseId(child.getAttribute('source')); + var semantic = child.getAttribute('semantic'); + var offset = parseInt(child.getAttribute('offset')); + primitive.inputs[semantic] = { id: id, offset: offset }; + primitive.stride = Math.max(primitive.stride, offset + 1); + break; + + case 'vcount': + primitive.vcount = parseInts(child.textContent); + break; + + case 'p': + primitive.p = parseInts(child.textContent); + break; + + } + + } + + return primitive; + + } + + function groupPrimitives(primitives) { + + var build = {}; + + for (var i = 0; i < primitives.length; i++) { + + var primitive = primitives[i]; + + if (build[primitive.type] === undefined) build[primitive.type] = []; + + build[primitive.type].push(primitive); + + } + + return build; + + } + + function buildGeometry(data) { + + var build = {}; + + var sources = data.sources; + var vertices = data.vertices; + var primitives = data.primitives; + + if (primitives.length === 0) return {}; + + // our goal is to create one buffer geoemtry for a single type of primitives + // first, we group all primitives by their type + + var groupedPrimitives = groupPrimitives(primitives); + + for (var type in groupedPrimitives) { + + // second, we create for each type of primitives (polylist,triangles or lines) a buffer geometry + + build[type] = buildGeometryType(groupedPrimitives[type], sources, vertices); + + } + + return build; + + } + + function buildGeometryType(primitives, sources, vertices) { + + var build = {}; + + var position = { array: [], stride: 0 }; + var normal = { array: [], stride: 0 }; + var uv = { array: [], stride: 0 }; + var color = { array: [], stride: 0 }; + + var skinIndex = { array: [], stride: 4 }; + var skinWeight = { array: [], stride: 4 }; + + var geometry = new THREE$1.BufferGeometry(); + + var materialKeys = []; + + var start = 0, count = 0; + + for (var p = 0; p < primitives.length; p++) { + + var primitive = primitives[p]; + var inputs = primitive.inputs; + var triangleCount = 1; + + if (primitive.vcount && primitive.vcount[0] === 4) { + + triangleCount = 2; // one quad -> two triangles + + } + + // groups + + if (primitive.type === 'lines' || primitive.type === 'linestrips') { + + count = primitive.count * 2; + + } else { + + count = primitive.count * 3 * triangleCount; + + } + + geometry.addGroup(start, count, p); + start += count; + + // material + + if (primitive.material) { + + materialKeys.push(primitive.material); + + } + + // geometry data + + for (var name in inputs) { + + var input = inputs[name]; + + switch (name) { + + case 'VERTEX': + for (var key in vertices) { + + var id = vertices[key]; + + switch (key) { + + case 'POSITION': + buildGeometryData(primitive, sources[id], input.offset, position.array); + position.stride = sources[id].stride; + + if (sources.skinWeights && sources.skinIndices) { + + buildGeometryData(primitive, sources.skinIndices, input.offset, skinIndex.array); + buildGeometryData(primitive, sources.skinWeights, input.offset, skinWeight.array); + + } + break; + + case 'NORMAL': + buildGeometryData(primitive, sources[id], input.offset, normal.array); + normal.stride = sources[id].stride; + break; + + case 'COLOR': + buildGeometryData(primitive, sources[id], input.offset, color.array); + color.stride = sources[id].stride; + break; + + case 'TEXCOORD': + buildGeometryData(primitive, sources[id], input.offset, uv.array); + uv.stride = sources[id].stride; + break; + + default: + console.warn('THREE.ColladaLoader: Semantic "%s" not handled in geometry build process.', key); + + } + + } + break; + + case 'NORMAL': + buildGeometryData(primitive, sources[input.id], input.offset, normal.array); + normal.stride = sources[input.id].stride; + break; + + case 'COLOR': + buildGeometryData(primitive, sources[input.id], input.offset, color.array); + color.stride = sources[input.id].stride; + break; + + case 'TEXCOORD': + buildGeometryData(primitive, sources[input.id], input.offset, uv.array); + uv.stride = sources[input.id].stride; + break; + + } + + } + + } + + // build geometry + + if (position.array.length > 0) geometry.addAttribute('position', new THREE$1.Float32BufferAttribute(position.array, position.stride)); + if (normal.array.length > 0) geometry.addAttribute('normal', new THREE$1.Float32BufferAttribute(normal.array, normal.stride)); + if (color.array.length > 0) geometry.addAttribute('color', new THREE$1.Float32BufferAttribute(color.array, color.stride)); + if (uv.array.length > 0) geometry.addAttribute('uv', new THREE$1.Float32BufferAttribute(uv.array, uv.stride)); + + if (skinIndex.array.length > 0) geometry.addAttribute('skinIndex', new THREE$1.Float32BufferAttribute(skinIndex.array, skinIndex.stride)); + if (skinWeight.array.length > 0) geometry.addAttribute('skinWeight', new THREE$1.Float32BufferAttribute(skinWeight.array, skinWeight.stride)); + + build.data = geometry; + build.type = primitives[0].type; + build.materialKeys = materialKeys; + + return build; + + } + + function buildGeometryData(primitive, source, offset, array) { + + var indices = primitive.p; + var stride = primitive.stride; + var vcount = primitive.vcount; + + function pushVector(i) { + + var index = indices[i + offset] * sourceStride; + var length = index + sourceStride; + + for (; index < length; index++) { + + array.push(sourceArray[index]); + + } + + } + + var maxcount = 0; + + var sourceArray = source.array; + var sourceStride = source.stride; + + if (primitive.vcount !== undefined) { + + var index = 0; + + for (var i = 0, l = vcount.length; i < l; i++) { + + var count = vcount[i]; + + if (count === 4) { + + var a = index + stride * 0; + var b = index + stride * 1; + var c = index + stride * 2; + var d = index + stride * 3; + + pushVector(a); pushVector(b); pushVector(d); + pushVector(b); pushVector(c); pushVector(d); + + } else if (count === 3) { + + var a = index + stride * 0; + var b = index + stride * 1; + var c = index + stride * 2; + + pushVector(a); pushVector(b); pushVector(c); + + } else { + + maxcount = Math.max(maxcount, count); + + } + + index += stride * count; + + } + + if (maxcount > 0) { + + console.log('THREE.ColladaLoader: Geometry has faces with more than 4 vertices.'); + + } + + } else { + + for (var i = 0, l = indices.length; i < l; i += stride) { + + pushVector(i); + + } + + } + + } + + function getGeometry(id) { + + return getBuild(library.geometries[id], buildGeometry); + + } + + // kinematics + + function parseKinematicsModel(xml) { + + var data = { + name: xml.getAttribute('name') || '', + joints: {}, + links: [] + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'technique_common': + parseKinematicsTechniqueCommon(child, data); + break; + + } + + } + + library.kinematicsModels[xml.getAttribute('id')] = data; + + } + + function buildKinematicsModel(data) { + + if (data.build !== undefined) return data.build; + + return data; + + } + + function getKinematicsModel(id) { + + return getBuild(library.kinematicsModels[id], buildKinematicsModel); + + } + + function parseKinematicsTechniqueCommon(xml, data) { + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'joint': + data.joints[child.getAttribute('sid')] = parseKinematicsJoint(child); + break; + + case 'link': + data.links.push(parseKinematicsLink(child)); + break; + + } + + } + + } + + function parseKinematicsJoint(xml) { + + var data; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'prismatic': + case 'revolute': + data = parseKinematicsJointParameter(child); + break; + + } + + } + + return data; + + } + + function parseKinematicsJointParameter(xml, data) { + + var data = { + sid: xml.getAttribute('sid'), + name: xml.getAttribute('name') || '', + axis: new THREE$1.Vector3(), + limits: { + min: 0, + max: 0 + }, + type: xml.nodeName, + static: false, + zeroPosition: 0, + middlePosition: 0 + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'axis': + var array = parseFloats(child.textContent); + data.axis.fromArray(array); + break; + case 'limits': + var max = child.getElementsByTagName('max')[0]; + var min = child.getElementsByTagName('min')[0]; + + data.limits.max = parseFloat(max.textContent); + data.limits.min = parseFloat(min.textContent); + break; + + } + + } + + // if min is equal to or greater than max, consider the joint static + + if (data.limits.min >= data.limits.max) { + + data.static = true; + + } + + // calculate middle position + + data.middlePosition = (data.limits.min + data.limits.max) / 2.0; + + return data; + + } + + function parseKinematicsLink(xml) { + + var data = { + sid: xml.getAttribute('sid'), + name: xml.getAttribute('name') || '', + attachments: [], + transforms: [] + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'attachment_full': + data.attachments.push(parseKinematicsAttachment(child)); + break; + + case 'matrix': + case 'translate': + case 'rotate': + data.transforms.push(parseKinematicsTransform(child)); + break; + + } + + } + + return data; + + } + + function parseKinematicsAttachment(xml) { + + var data = { + joint: xml.getAttribute('joint').split('/').pop(), + transforms: [], + links: [] + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'link': + data.links.push(parseKinematicsLink(child)); + break; + + case 'matrix': + case 'translate': + case 'rotate': + data.transforms.push(parseKinematicsTransform(child)); + break; + + } + + } + + return data; + + } + + function parseKinematicsTransform(xml) { + + var data = { + type: xml.nodeName + }; + + var array = parseFloats(xml.textContent); + + switch (data.type) { + + case 'matrix': + data.obj = new THREE$1.Matrix4(); + data.obj.fromArray(array).transpose(); + break; + + case 'translate': + data.obj = new THREE$1.Vector3(); + data.obj.fromArray(array); + break; + + case 'rotate': + data.obj = new THREE$1.Vector3(); + data.obj.fromArray(array); + data.angle = THREE$1.Math.degToRad(array[3]); + break; + + } + + return data; + + } + + function parseKinematicsScene(xml) { + + var data = { + bindJointAxis: [] + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'bind_joint_axis': + data.bindJointAxis.push(parseKinematicsBindJointAxis(child)); + break; + + } + + } + + library.kinematicsScenes[parseId(xml.getAttribute('url'))] = data; + + } + + function parseKinematicsBindJointAxis(xml) { + + var data = { + target: xml.getAttribute('target').split('/').pop() + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'axis': + var param = child.getElementsByTagName('param')[0]; + data.axis = param.textContent; + var tmpJointIndex = data.axis.split('inst_').pop().split('axis')[0]; + data.jointIndex = tmpJointIndex.substr(0, tmpJointIndex.length - 1); + break; + + } + + } + + return data; + + } + + function buildKinematicsScene(data) { + + if (data.build !== undefined) return data.build; + + return data; + + } + + function getKinematicsScene(id) { + + return getBuild(library.kinematicsScenes[id], buildKinematicsScene); + + } + + function setupKinematics() { + + var kinematicsModelId = Object.keys(library.kinematicsModels)[0]; + var kinematicsSceneId = Object.keys(library.kinematicsScenes)[0]; + var visualSceneId = Object.keys(library.visualScenes)[0]; + + if (kinematicsModelId === undefined || kinematicsSceneId === undefined) return; + + var kinematicsModel = getKinematicsModel(kinematicsModelId); + var kinematicsScene = getKinematicsScene(kinematicsSceneId); + var visualScene = getVisualScene(visualSceneId); + + var bindJointAxis = kinematicsScene.bindJointAxis; + var jointMap = {}; + + for (var i = 0, l = bindJointAxis.length; i < l; i++) { + + var axis = bindJointAxis[i]; + + // the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix' + + var targetElement = collada.querySelector('[sid="' + axis.target + '"]'); + + if (targetElement) { + + // get the parent of the transfrom element + + var parentVisualElement = targetElement.parentElement; + + // connect the joint of the kinematics model with the element in the visual scene + + connect(axis.jointIndex, parentVisualElement); + + } + + } + + function connect(jointIndex, visualElement) { + + var visualElementName = visualElement.getAttribute('name'); + var joint = kinematicsModel.joints[jointIndex]; + + visualScene.traverse(function (object) { + + if (object.name === visualElementName) { + + jointMap[jointIndex] = { + object: object, + transforms: buildTransformList(visualElement), + joint: joint, + position: joint.zeroPosition + }; + + } + + }); + + } + + var m0 = new THREE$1.Matrix4(); + + kinematics = { + + joints: kinematicsModel && kinematicsModel.joints, + + getJointValue: function (jointIndex) { + + var jointData = jointMap[jointIndex]; + + if (jointData) { + + return jointData.position; + + } else { + + console.warn('THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\'t exist.'); + + } + + }, + + setJointValue: function (jointIndex, value) { + + var jointData = jointMap[jointIndex]; + + if (jointData) { + + var joint = jointData.joint; + + if (value > joint.limits.max || value < joint.limits.min) { + + console.warn('THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').'); + + } else if (joint.static) { + + console.warn('THREE.ColladaLoader: Joint ' + jointIndex + ' is static.'); + + } else { + + var object = jointData.object; + var axis = joint.axis; + var transforms = jointData.transforms; + + matrix.identity(); + + // each update, we have to apply all transforms in the correct order + + for (var i = 0; i < transforms.length; i++) { + + var transform = transforms[i]; + + // if there is a connection of the transform node with a joint, apply the joint value + + if (transform.sid && transform.sid.indexOf(jointIndex) !== - 1) { + + switch (joint.type) { + + case 'revolute': + matrix.multiply(m0.makeRotationAxis(axis, THREE$1.Math.degToRad(value))); + break; + + case 'prismatic': + matrix.multiply(m0.makeTranslation(axis.x * value, axis.y * value, axis.z * value)); + break; + + default: + console.warn('THREE.ColladaLoader: Unknown joint type: ' + joint.type); + break; + + } + + } else { + + switch (transform.type) { + + case 'matrix': + matrix.multiply(transform.obj); + break; + + case 'translate': + matrix.multiply(m0.makeTranslation(transform.obj.x, transform.obj.y, transform.obj.z)); + break; + + case 'scale': + matrix.scale(transform.obj); + break; + + case 'rotate': + matrix.multiply(m0.makeRotationAxis(transform.obj, transform.angle)); + break; + + } + + } + + } + + object.matrix.copy(matrix); + object.matrix.decompose(object.position, object.quaternion, object.scale); + + jointMap[jointIndex].position = value; + + } + + } else { + + console.log('THREE.ColladaLoader: ' + jointIndex + ' does not exist.'); + + } + + } + + }; + + } + + function buildTransformList(node) { + + var transforms = []; + + var xml = collada.querySelector('[id="' + node.id + '"]'); + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'matrix': + var array = parseFloats(child.textContent); + var matrix = new THREE$1.Matrix4().fromArray(array).transpose(); + transforms.push({ + sid: child.getAttribute('sid'), + type: child.nodeName, + obj: matrix + }); + break; + + case 'translate': + case 'scale': + var array = parseFloats(child.textContent); + var vector = new THREE$1.Vector3().fromArray(array); + transforms.push({ + sid: child.getAttribute('sid'), + type: child.nodeName, + obj: vector + }); + break; + + case 'rotate': + var array = parseFloats(child.textContent); + var vector = new THREE$1.Vector3().fromArray(array); + var angle = THREE$1.Math.degToRad(array[3]); + transforms.push({ + sid: child.getAttribute('sid'), + type: child.nodeName, + obj: vector, + angle: angle + }); + break; + + } + + } + + return transforms; + + } + + // nodes + + function prepareNodes(xml) { + + var elements = xml.getElementsByTagName('node'); + + // ensure all node elements have id attributes + + for (var i = 0; i < elements.length; i++) { + + var element = elements[i]; + + if (element.hasAttribute('id') === false) { + + element.setAttribute('id', generateId()); + + } + + } + + } + + var matrix = new THREE$1.Matrix4(); + var vector = new THREE$1.Vector3(); + + function parseNode(xml) { + + var data = { + name: xml.getAttribute('name') || '', + type: xml.getAttribute('type'), + id: xml.getAttribute('id'), + sid: xml.getAttribute('sid'), + matrix: new THREE$1.Matrix4(), + nodes: [], + instanceCameras: [], + instanceControllers: [], + instanceLights: [], + instanceGeometries: [], + instanceNodes: [], + transforms: {} + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + if (child.nodeType !== 1) continue; + + switch (child.nodeName) { + + case 'node': + data.nodes.push(child.getAttribute('id')); + parseNode(child); + break; + + case 'instance_camera': + data.instanceCameras.push(parseId(child.getAttribute('url'))); + break; + + case 'instance_controller': + data.instanceControllers.push(parseNodeInstance(child)); + break; + + case 'instance_light': + data.instanceLights.push(parseId(child.getAttribute('url'))); + break; + + case 'instance_geometry': + data.instanceGeometries.push(parseNodeInstance(child)); + break; + + case 'instance_node': + data.instanceNodes.push(parseId(child.getAttribute('url'))); + break; + + case 'matrix': + var array = parseFloats(child.textContent); + data.matrix.multiply(matrix.fromArray(array).transpose()); + data.transforms[child.getAttribute('sid')] = child.nodeName; + break; + + case 'translate': + var array = parseFloats(child.textContent); + vector.fromArray(array); + data.matrix.multiply(matrix.makeTranslation(vector.x, vector.y, vector.z)); + data.transforms[child.getAttribute('sid')] = child.nodeName; + break; + + case 'rotate': + var array = parseFloats(child.textContent); + var angle = THREE$1.Math.degToRad(array[3]); + data.matrix.multiply(matrix.makeRotationAxis(vector.fromArray(array), angle)); + data.transforms[child.getAttribute('sid')] = child.nodeName; + break; + + case 'scale': + var array = parseFloats(child.textContent); + data.matrix.scale(vector.fromArray(array)); + data.transforms[child.getAttribute('sid')] = child.nodeName; + break; + + case 'extra': + break; + + default: + console.log(child); + + } + + } + + library.nodes[data.id] = data; + + return data; + + } + + function parseNodeInstance(xml) { + + var data = { + id: parseId(xml.getAttribute('url')), + materials: {}, + skeletons: [] + }; + + for (var i = 0; i < xml.childNodes.length; i++) { + + var child = xml.childNodes[i]; + + switch (child.nodeName) { + + case 'bind_material': + var instances = child.getElementsByTagName('instance_material'); + + for (var j = 0; j < instances.length; j++) { + + var instance = instances[j]; + var symbol = instance.getAttribute('symbol'); + var target = instance.getAttribute('target'); + + data.materials[symbol] = parseId(target); + + } + + break; + + case 'skeleton': + data.skeletons.push(parseId(child.textContent)); + break; + + default: + break; + + } + + } + + return data; + + } + + function buildSkeleton(skeletons, joints) { + + var boneData = []; + var sortedBoneData = []; + + var i, j, data; + + // a skeleton can have multiple root bones. collada expresses this + // situtation with multiple "skeleton" tags per controller instance + + for (i = 0; i < skeletons.length; i++) { + + var skeleton = skeletons[i]; + var root = getNode(skeleton); + + // setup bone data for a single bone hierarchy + + buildBoneHierarchy(root, joints, boneData); + + } + + // sort bone data (the order is defined in the corresponding controller) + + for (i = 0; i < joints.length; i++) { + + for (j = 0; j < boneData.length; j++) { + + data = boneData[j]; + + if (data.bone.name === joints[i].name) { + + sortedBoneData[i] = data; + data.processed = true; + break; + + } + + } + + } + + // add unprocessed bone data at the end of the list + + for (i = 0; i < boneData.length; i++) { + + data = boneData[i]; + + if (data.processed === false) { + + sortedBoneData.push(data); + data.processed = true; + + } + + } + + // setup arrays for skeleton creation + + var bones = []; + var boneInverses = []; + + for (i = 0; i < sortedBoneData.length; i++) { + + data = sortedBoneData[i]; + + bones.push(data.bone); + boneInverses.push(data.boneInverse); + + } + + return new THREE$1.Skeleton(bones, boneInverses); + + } + + function buildBoneHierarchy(root, joints, boneData) { + + // setup bone data from visual scene + + root.traverse(function (object) { + + if (object.isBone === true) { + + var boneInverse; + + // retrieve the boneInverse from the controller data + + for (var i = 0; i < joints.length; i++) { + + var joint = joints[i]; + + if (joint.name === object.name) { + + boneInverse = joint.boneInverse; + break; + + } + + } + + if (boneInverse === undefined) { + + // Unfortunately, there can be joints in the visual scene that are not part of the + // corresponding controller. In this case, we have to create a dummy boneInverse matrix + // for the respective bone. This bone won't affect any vertices, because there are no skin indices + // and weights defined for it. But we still have to add the bone to the sorted bone list in order to + // ensure a correct animation of the model. + + boneInverse = new THREE$1.Matrix4(); + + } + + boneData.push({ bone: object, boneInverse: boneInverse, processed: false }); + + } + + }); + + } + + function buildNode(data) { + + var objects = []; + + var matrix = data.matrix; + var nodes = data.nodes; + var type = data.type; + var instanceCameras = data.instanceCameras; + var instanceControllers = data.instanceControllers; + var instanceLights = data.instanceLights; + var instanceGeometries = data.instanceGeometries; + var instanceNodes = data.instanceNodes; + + // nodes + + for (var i = 0, l = nodes.length; i < l; i++) { + + objects.push(getNode(nodes[i])); + + } + + // instance cameras + + for (var i = 0, l = instanceCameras.length; i < l; i++) { + + var instanceCamera = getCamera(instanceCameras[i]); + + if (instanceCamera !== null) { + + objects.push(instanceCamera.clone()); + + } + + + } + + // instance controllers + + for (var i = 0, l = instanceControllers.length; i < l; i++) { + + var instance = instanceControllers[i]; + var controller = getController(instance.id); + var geometries = getGeometry(controller.id); + var newObjects = buildObjects(geometries, instance.materials); + + var skeletons = instance.skeletons; + var joints = controller.skin.joints; + + var skeleton = buildSkeleton(skeletons, joints); + + for (var j = 0, jl = newObjects.length; j < jl; j++) { + + var object = newObjects[j]; + + if (object.isSkinnedMesh) { + + object.bind(skeleton, controller.skin.bindMatrix); + object.normalizeSkinWeights(); + + } + + objects.push(object); + + } + + } + + // instance lights + + for (var i = 0, l = instanceLights.length; i < l; i++) { + var instanceCamera = getCamera(instanceCameras[i]); + + if (instanceCamera !== null) { + + objects.push(instanceCamera.clone()); + + } + + } + + // instance geometries + + for (var i = 0, l = instanceGeometries.length; i < l; i++) { + + var instance = instanceGeometries[i]; + + // a single geometry instance in collada can lead to multiple object3Ds. + // this is the case when primitives are combined like triangles and lines + + var geometries = getGeometry(instance.id); + var newObjects = buildObjects(geometries, instance.materials); + + for (var j = 0, jl = newObjects.length; j < jl; j++) { + + objects.push(newObjects[j]); + + } + + } + + // instance nodes + + for (var i = 0, l = instanceNodes.length; i < l; i++) { + + objects.push(getNode(instanceNodes[i]).clone()); + + } + + var object; + + if (nodes.length === 0 && objects.length === 1) { + + object = objects[0]; + + } else { + + object = (type === 'JOINT') ? new THREE$1.Bone() : new THREE$1.Group(); + + for (var i = 0; i < objects.length; i++) { + + object.add(objects[i]); + + } + + } + + object.name = (type === 'JOINT') ? data.sid : data.name; + object.matrix.copy(matrix); + object.matrix.decompose(object.position, object.quaternion, object.scale); + + return object; + + } + + function resolveMaterialBinding(keys, instanceMaterials) { + + var materials = []; + + for (var i = 0, l = keys.length; i < l; i++) { + + var id = instanceMaterials[keys[i]]; + materials.push(getMaterial(id)); + + } + + return materials; + + } + + function buildObjects(geometries, instanceMaterials) { + + var objects = []; + + for (var type in geometries) { + + var geometry = geometries[type]; + + var materials = resolveMaterialBinding(geometry.materialKeys, instanceMaterials); + + // handle case if no materials are defined + + if (materials.length === 0) { + + if (type === 'lines' || type === 'linestrips') { + + materials.push(new THREE$1.LineBasicMaterial()); + + } else { + + materials.push(new THREE$1.MeshPhongMaterial()); + + } + + } + + // regard skinning + + var skinning = (geometry.data.attributes.skinIndex !== undefined); + + if (skinning) { + + for (var i = 0, l = materials.length; i < l; i++) { + + materials[i].skinning = true; + + } + + } + + // choose between a single or multi materials (material array) + + var material = (materials.length === 1) ? materials[0] : materials; + + // now create a specific 3D object + + var object; + + switch (type) { + + case 'lines': + object = new THREE$1.LineSegments(geometry.data, material); + break; + + case 'linestrips': + object = new THREE$1.Line(geometry.data, material); + break; + + case 'triangles': + case 'polylist': + if (skinning) { + + object = new THREE$1.SkinnedMesh(geometry.data, material); + + } else { + + object = new THREE$1.Mesh(geometry.data, material); + + } + break; + + } + + objects.push(object); + + } + + return objects; + + } + + function getNode(id) { + + return getBuild(library.nodes[id], buildNode); + + } + + // visual scenes + + function parseVisualScene(xml) { + + var data = { + name: xml.getAttribute('name'), + children: [] + }; + + prepareNodes(xml); + + var elements = getElementsByTagName(xml, 'node'); + + for (var i = 0; i < elements.length; i++) { + + data.children.push(parseNode(elements[i])); + + } + + library.visualScenes[xml.getAttribute('id')] = data; + + } + + function buildVisualScene(data) { + + var group = new THREE$1.Group(); + group.name = data.name; + + var children = data.children; + + for (var i = 0; i < children.length; i++) { + + var child = children[i]; + + if (child.id === null) { + + group.add(buildNode(child)); + + } else { + + // if there is an ID, let's try to get the finished build (e.g. joints are already build) + + group.add(getNode(child.id)); + + } + + } + + return group; + + } + + function getVisualScene(id) { + + return getBuild(library.visualScenes[id], buildVisualScene); + + } + + // scenes + + function parseScene(xml) { + + var instance = getElementsByTagName(xml, 'instance_visual_scene')[0]; + return getVisualScene(parseId(instance.getAttribute('url'))); + + } + + function setupAnimations() { + + var clips = library.clips; + + if (isEmpty(clips) === true) { + + if (isEmpty(library.animations) === false) { + + // if there are animations but no clips, we create a default clip for playback + + var tracks = []; + + for (var id in library.animations) { + + var animationTracks = getAnimation(id); + + for (var i = 0, l = animationTracks.length; i < l; i++) { + + tracks.push(animationTracks[i]); + + } + + } + + animations.push(new THREE$1.AnimationClip('default', - 1, tracks)); + + } + + } else { + + for (var id in clips) { + + animations.push(getAnimationClip(id)); + + } + + } + + } + + console.time('THREE.ColladaLoader'); + + if (text.length === 0) { + + return { scene: new THREE$1.Scene() }; + + } + + console.time('THREE.ColladaLoader: DOMParser'); + + var xml = new DOMParser().parseFromString(text, 'application/xml'); + + console.timeEnd('THREE.ColladaLoader: DOMParser'); + + var collada = getElementsByTagName(xml, 'COLLADA')[0]; + + // metadata + + var version = collada.getAttribute('version'); + console.log('THREE.ColladaLoader: File version', version); + + var asset = parseAsset(getElementsByTagName(collada, 'asset')[0]); + var textureLoader = new THREE$1.TextureLoader(this.manager); + textureLoader.setPath(path).setCrossOrigin(this.crossOrigin); + + // + + var animations = []; + var kinematics = {}; + var count = 0; + + // + + var library = { + animations: {}, + clips: {}, + controllers: {}, + images: {}, + effects: {}, + materials: {}, + cameras: {}, + lights: {}, + geometries: {}, + nodes: {}, + visualScenes: {}, + kinematicsModels: {}, + kinematicsScenes: {} + }; + + console.time('THREE.ColladaLoader: Parse'); + + parseLibrary(collada, 'library_animations', 'animation', parseAnimation); + parseLibrary(collada, 'library_animation_clips', 'animation_clip', parseAnimationClip); + parseLibrary(collada, 'library_controllers', 'controller', parseController); + parseLibrary(collada, 'library_images', 'image', parseImage); + parseLibrary(collada, 'library_effects', 'effect', parseEffect); + parseLibrary(collada, 'library_materials', 'material', parseMaterial); + parseLibrary(collada, 'library_cameras', 'camera', parseCamera); + parseLibrary(collada, 'library_lights', 'light', parseLight); + parseLibrary(collada, 'library_geometries', 'geometry', parseGeometry); + parseLibrary(collada, 'library_nodes', 'node', parseNode); + parseLibrary(collada, 'library_visual_scenes', 'visual_scene', parseVisualScene); + parseLibrary(collada, 'library_kinematics_models', 'kinematics_model', parseKinematicsModel); + parseLibrary(collada, 'scene', 'instance_kinematics_scene', parseKinematicsScene); + + console.timeEnd('THREE.ColladaLoader: Parse'); + + console.time('THREE.ColladaLoader: Build'); + + buildLibrary(library.animations, buildAnimation); + buildLibrary(library.clips, buildAnimationClip); + buildLibrary(library.controllers, buildController); + buildLibrary(library.images, buildImage); + buildLibrary(library.effects, buildEffect); + buildLibrary(library.materials, buildMaterial); + buildLibrary(library.cameras, buildCamera); + buildLibrary(library.lights, buildLight); + buildLibrary(library.geometries, buildGeometry); + buildLibrary(library.visualScenes, buildVisualScene); + + console.timeEnd('THREE.ColladaLoader: Build'); + + setupAnimations(); + setupKinematics(); + + var scene = parseScene(getElementsByTagName(collada, 'scene')[0]); + + /* + * up_axis of some robot models in ROS world aren't properly set because + * rviz ignores this field. Thus, ignores Z_UP to show urdfs just like rviz. + * See https://github.com/ros-visualization/rviz/issues/1045 for the detail + if ( asset.upAxis === 'Z_UP' ) { + + scene.rotation.x = - Math.PI / 2; + + } + */ + + scene.scale.multiplyScalar(asset.unit); + + console.timeEnd('THREE.ColladaLoader'); + + return { + animations: animations, + kinematics: kinematics, + library: library, + scene: scene + }; + + } + +}; + +/** + * @author Jihoon Lee - jihoonlee.in@gmail.com + * @author Russell Toris - rctoris@wpi.edu + */ + +class MeshResource extends THREE$1.Object3D { + + /** + * A MeshResource is an THREE object that will load from a external mesh file. Currently loads + * Collada files. + * + * @constructor + * @param options - object with following keys: + * + * * path (optional) - the base path to the associated models that will be loaded + * * resource - the resource file name to load + * * material (optional) - the material to use for the object + * * warnings (optional) - if warnings should be printed + */ + constructor(options) { + super(); + var that = this; + options = options || {}; + var path = options.path || '/'; + var resource = options.resource; + var material = options.material || null; + this.warnings = options.warnings; + + + // check for a trailing '/' + if (path.substr(path.length - 1) !== '/') { + path += '/'; + } + + var uri = path + resource; + var fileType = uri.substr(-4).toLowerCase(); + + // check the type + var loader; + if (fileType === '.dae') { + loader = new THREE$1.ColladaLoader(); + loader.log = function(message) { + if (that.warnings) { + console.warn(message); + } + }; + loader.load( + uri, + function colladaReady(collada) { + // check for a scale factor in ColladaLoader2 + // add a texture to anything that is missing one + if(material !== null) { + collada.scene.traverse(function(child) { + if(child instanceof THREE$1.Mesh) { + if(child.material === undefined) { + child.material = material; + } + } + }); + } + + that.add(collada.scene); + }, + /*onProgress=*/null, + function onLoadError(error) { + console.error(error); + }); + } else if (fileType === '.stl') { + loader = new THREE$1.STLLoader(); + { + loader.load(uri, + function ( geometry ) { + geometry.computeFaceNormals(); + var mesh; + if(material !== null) { + mesh = new THREE$1.Mesh( geometry, material ); + } else { + mesh = new THREE$1.Mesh( geometry, + new THREE$1.MeshBasicMaterial( { color: 0x999999 } ) ); + } + that.add(mesh); + }, + /*onProgress=*/null, + function onLoadError(error) { + console.error(error); + }); + } + } + }; +} + +/** + * @author David Gossow - dgossow@willowgarage.com + */ + +class TriangleList extends THREE$1.Object3D { + + /** + * A TriangleList is a THREE object that can be used to display a list of triangles as a geometry. + * + * @constructor + * @param options - object with following keys: + * + * * material (optional) - the material to use for the object + * * vertices - the array of vertices to use + * * colors - the associated array of colors to use + */ + constructor(options) { + options = options || {}; + var material = options.material || new THREE$1.MeshBasicMaterial(); + var vertices = options.vertices; + var colors = options.colors; + + super(); + + // set the material to be double sided + material.side = THREE$1.DoubleSide; + + // construct the geometry + var geometry = new THREE$1.Geometry(); + for (i = 0; i < vertices.length; i++) { + geometry.vertices.push(new THREE$1.Vector3(vertices[i].x, vertices[i].y, vertices[i].z)); + } + + // set the colors + var i, j; + if (colors.length === vertices.length) { + // use per-vertex color + for (i = 0; i < vertices.length; i += 3) { + var faceVert = new THREE$1.Face3(i, i + 1, i + 2); + for (j = i * 3; j < i * 3 + 3; i++) { + var color = new THREE$1.Color(); + color.setRGB(colors[i].r, colors[i].g, colors[i].b); + faceVert.vertexColors.push(color); + } + geometry.faces.push(faceVert); + } + material.vertexColors = THREE$1.VertexColors; + } else if (colors.length === vertices.length / 3) { + // use per-triangle color + for (i = 0; i < vertices.length; i += 3) { + var faceTri = new THREE$1.Face3(i, i + 1, i + 2); + faceTri.color.setRGB(colors[i / 3].r, colors[i / 3].g, colors[i / 3].b); + geometry.faces.push(faceTri); + } + material.vertexColors = THREE$1.FaceColors; + } else { + // use marker color + for (i = 0; i < vertices.length; i += 3) { + var face = new THREE$1.Face3(i, i + 1, i + 2); + geometry.faces.push(face); + } + } + + geometry.computeBoundingBox(); + geometry.computeBoundingSphere(); + geometry.computeFaceNormals(); + + this.add(new THREE$1.Mesh(geometry, material)); + }; + + /** + * Set the color of this object to the given hex value. + * + * @param hex - the hex value of the color to set + */ + setColor(hex) { + this.mesh.material.color.setHex(hex); + }; +} + +/** + * @author David Gossow - dgossow@willowgarage.com + * @author Russell Toris - rctoris@wpi.edu + */ + +class Marker extends THREE$1.Object3D { + + /** + * A Marker can convert a ROS marker message into a THREE object. + * + * @constructor + * @param options - object with following keys: + * + * * path - the base path or URL for any mesh files that will be loaded for this marker + * * message - the marker message + */ + constructor(options) { + super(); + + options = options || {}; + var path = options.path || '/'; + var message = options.message; + + // check for a trailing '/' + if (path.substr(path.length - 1) !== '/') { + path += '/'; + } + + if(message.scale) { + this.msgScale = [message.scale.x, message.scale.y, message.scale.z]; + } + else { + this.msgScale = [1,1,1]; + } + this.msgColor = message.color; + this.msgMesh = undefined; + + // set the pose and get the color + this.setPose(message.pose); + var colorMaterial = makeColorMaterial(this.msgColor.r, + this.msgColor.g, this.msgColor.b, this.msgColor.a); + + // create the object based on the type + switch (message.type) { + case MARKER_ARROW: + // get the sizes for the arrow + var len = message.scale.x; + var headLength = len * 0.23; + var headDiameter = message.scale.y; + var shaftDiameter = headDiameter * 0.5; + + // determine the points + var direction, p1 = null; + if (message.points.length === 2) { + p1 = new THREE$1.Vector3(message.points[0].x, message.points[0].y, message.points[0].z); + var p2 = new THREE$1.Vector3(message.points[1].x, message.points[1].y, message.points[1].z); + direction = p1.clone().negate().add(p2); + // direction = p2 - p1; + len = direction.length(); + headDiameter = message.scale.y; + shaftDiameter = message.scale.x; + + if (message.scale.z !== 0.0) { + headLength = message.scale.z; + } + } + + // add the marker + this.add(new Arrow({ + direction : direction, + origin : p1, + length : len, + headLength : headLength, + shaftDiameter : shaftDiameter, + headDiameter : headDiameter, + material : colorMaterial + })); + break; + case MARKER_CUBE: + // set the cube dimensions + var cubeGeom = new THREE$1.BoxGeometry(message.scale.x, message.scale.y, message.scale.z); + this.add(new THREE$1.Mesh(cubeGeom, colorMaterial)); + break; + case MARKER_SPHERE: + // set the sphere dimensions + var sphereGeom = new THREE$1.SphereGeometry(0.5); + var sphereMesh = new THREE$1.Mesh(sphereGeom, colorMaterial); + sphereMesh.scale.x = message.scale.x; + sphereMesh.scale.y = message.scale.y; + sphereMesh.scale.z = message.scale.z; + this.add(sphereMesh); + break; + case MARKER_CYLINDER: + // set the cylinder dimensions + var cylinderGeom = new THREE$1.CylinderGeometry(0.5, 0.5, 1, 16, 1, false); + var cylinderMesh = new THREE$1.Mesh(cylinderGeom, colorMaterial); + cylinderMesh.quaternion.setFromAxisAngle(new THREE$1.Vector3(1, 0, 0), Math.PI * 0.5); + cylinderMesh.scale.set(message.scale.x, message.scale.z, message.scale.y); + this.add(cylinderMesh); + break; + case MARKER_LINE_STRIP: + var lineStripGeom = new THREE$1.Geometry(); + var lineStripMaterial = new THREE$1.LineBasicMaterial({ + size : message.scale.x + }); + + // add the points + var j; + for ( j = 0; j < message.points.length; j++) { + var pt = new THREE$1.Vector3(); + pt.x = message.points[j].x; + pt.y = message.points[j].y; + pt.z = message.points[j].z; + lineStripGeom.vertices.push(pt); + } + + // determine the colors for each + if (message.colors.length === message.points.length) { + lineStripMaterial.vertexColors = true; + for ( j = 0; j < message.points.length; j++) { + var clr = new THREE$1.Color(); + clr.setRGB(message.colors[j].r, message.colors[j].g, message.colors[j].b); + lineStripGeom.colors.push(clr); + } + } else { + lineStripMaterial.color.setRGB(message.color.r, message.color.g, message.color.b); + } + + // add the line + this.add(new THREE$1.Line(lineStripGeom, lineStripMaterial)); + break; + case MARKER_LINE_LIST: + var lineListGeom = new THREE$1.Geometry(); + var lineListMaterial = new THREE$1.LineBasicMaterial({ + size : message.scale.x + }); + + // add the points + var k; + for ( k = 0; k < message.points.length; k++) { + var v = new THREE$1.Vector3(); + v.x = message.points[k].x; + v.y = message.points[k].y; + v.z = message.points[k].z; + lineListGeom.vertices.push(v); + } + + // determine the colors for each + if (message.colors.length === message.points.length) { + lineListMaterial.vertexColors = true; + for ( k = 0; k < message.points.length; k++) { + var c = new THREE$1.Color(); + c.setRGB(message.colors[k].r, message.colors[k].g, message.colors[k].b); + lineListGeom.colors.push(c); + } + } else { + lineListMaterial.color.setRGB(message.color.r, message.color.g, message.color.b); + } + + // add the line + this.add(new THREE$1.Line(lineListGeom, lineListMaterial,THREE$1.LinePieces)); + break; + case MARKER_CUBE_LIST: + // holds the main object + var object = new THREE$1.Object3D(); + + // check if custom colors should be used + var numPoints = message.points.length; + var createColors = (numPoints === message.colors.length); + // do not render giant lists + var stepSize = Math.ceil(numPoints / 1250); + + // add the points + var p, cube, curColor, newMesh; + for (p = 0; p < numPoints; p+=stepSize) { + cube = new THREE$1.BoxGeometry(message.scale.x, message.scale.y, message.scale.z); + + // check the color + if(createColors) { + curColor = makeColorMaterial(message.colors[p].r, message.colors[p].g, message.colors[p].b, message.colors[p].a); + } else { + curColor = colorMaterial; + } + + newMesh = new THREE$1.Mesh(cube, curColor); + newMesh.position.x = message.points[p].x; + newMesh.position.y = message.points[p].y; + newMesh.position.z = message.points[p].z; + object.add(newMesh); + } + + this.add(object); + break; + case MARKER_SPHERE_LIST: + // holds the main object + var sphereObject = new THREE$1.Object3D(); + + // check if custom colors should be used + var numSpherePoints = message.points.length; + var createSphereColors = (numSpherePoints === message.colors.length); + // do not render giant lists + var sphereStepSize = Math.ceil(numSpherePoints / 1250); + + // add the points + var q, sphere, curSphereColor, newSphereMesh; + for (q = 0; q < numSpherePoints; q+=sphereStepSize) { + sphere = new THREE$1.SphereGeometry(0.5, 8, 8); + + // check the color + if(createSphereColors) { + curSphereColor = makeColorMaterial(message.colors[q].r, message.colors[q].g, message.colors[q].b, message.colors[q].a); + } else { + curSphereColor = colorMaterial; + } + + newSphereMesh = new THREE$1.Mesh(sphere, curSphereColor); + newSphereMesh.scale.x = message.scale.x; + newSphereMesh.scale.y = message.scale.y; + newSphereMesh.scale.z = message.scale.z; + newSphereMesh.position.x = message.points[q].x; + newSphereMesh.position.y = message.points[q].y; + newSphereMesh.position.z = message.points[q].z; + sphereObject.add(newSphereMesh); + } + this.add(sphereObject); + break; + case MARKER_POINTS: + // for now, use a particle system for the lists + var geometry = new THREE$1.Geometry(); + var material = new THREE$1.ParticleBasicMaterial({ + size : message.scale.x + }); + + // add the points + var i; + for ( i = 0; i < message.points.length; i++) { + var vertex = new THREE$1.Vector3(); + vertex.x = message.points[i].x; + vertex.y = message.points[i].y; + vertex.z = message.points[i].z; + geometry.vertices.push(vertex); + } + + // determine the colors for each + if (message.colors.length === message.points.length) { + material.vertexColors = true; + for ( i = 0; i < message.points.length; i++) { + var color = new THREE$1.Color(); + color.setRGB(message.colors[i].r, message.colors[i].g, message.colors[i].b); + geometry.colors.push(color); + } + } else { + material.color.setRGB(message.color.r, message.color.g, message.color.b); + } + + // add the particle system + this.add(new THREE$1.ParticleSystem(geometry, material)); + break; + case MARKER_TEXT_VIEW_FACING: + // only work on non-empty text + if (message.text.length > 0) { + // Use a THREE.Sprite to always be view-facing + // ( code from http://stackoverflow.com/a/27348780 ) + var textColor = this.msgColor; + + var canvas = document.createElement('canvas'); + var context = canvas.getContext('2d'); + var textHeight = 100; + var fontString = 'normal ' + textHeight + 'px sans-serif'; + context.font = fontString; + var metrics = context.measureText( message.text ); + var textWidth = metrics.width; + + canvas.width = textWidth; + // To account for overhang (like the letter 'g'), make the canvas bigger + // The non-text portion is transparent anyway + canvas.height = 1.5 * textHeight; + + // this does need to be set again + context.font = fontString; + context.fillStyle = 'rgba(' + + Math.round(255 * textColor.r) + ', ' + + Math.round(255 * textColor.g) + ', ' + + Math.round(255 * textColor.b) + ', ' + + textColor.a + ')'; + context.textAlign = 'left'; + context.textBaseline = 'middle'; + context.fillText( message.text, 0, canvas.height/2); + + var texture = new THREE$1.Texture(canvas); + texture.needsUpdate = true; + + var spriteMaterial = new THREE$1.SpriteMaterial({ + map: texture, + // NOTE: This is needed for THREE.js r61, unused in r70 + useScreenCoordinates: false }); + var sprite = new THREE$1.Sprite( spriteMaterial ); + var textSize = message.scale.x; + sprite.scale.set(textWidth / canvas.height * textSize, textSize, 1); + + this.add(sprite); } + break; + case MARKER_MESH_RESOURCE: + // load and add the mesh + var meshColorMaterial = null; + if(message.color.r !== 0 || message.color.g !== 0 || + message.color.b !== 0 || message.color.a !== 0) { + meshColorMaterial = colorMaterial; + } + this.msgMesh = message.mesh_resource.substr(10); + var meshResource = new MeshResource({ + path : path, + resource : this.msgMesh, + material : meshColorMaterial, + }); + this.add(meshResource); + break; + case MARKER_TRIANGLE_LIST: + // create the list of triangles + var tri = new TriangleList({ + material : colorMaterial, + vertices : message.points, + colors : message.colors + }); + tri.scale.set(message.scale.x, message.scale.y, message.scale.z); + this.add(tri); + break; + default: + console.error('Currently unsupported marker type: ' + message.type); + break; + } + }; + + /** + * Set the pose of this marker to the given values. + * + * @param pose - the pose to set for this marker + */ + setPose(pose) { + // set position information + this.position.x = pose.position.x; + this.position.y = pose.position.y; + this.position.z = pose.position.z; + + // set the rotation + this.quaternion.set(pose.orientation.x, pose.orientation.y, + pose.orientation.z, pose.orientation.w); + this.quaternion.normalize(); + + // update the world + this.updateMatrixWorld(); + }; + + /** + * Update this marker. + * + * @param message - the marker message + * @return true on success otherwhise false is returned + */ + update(message) { + // set the pose and get the color + this.setPose(message.pose); + + // Update color + if(message.color.r !== this.msgColor.r || + message.color.g !== this.msgColor.g || + message.color.b !== this.msgColor.b || + message.color.a !== this.msgColor.a) + { + var colorMaterial = makeColorMaterial( + message.color.r, message.color.g, + message.color.b, message.color.a); + + switch (message.type) { + case MARKER_LINE_STRIP: + case MARKER_LINE_LIST: + case MARKER_POINTS: + break; + case MARKER_ARROW: + case MARKER_CUBE: + case MARKER_SPHERE: + case MARKER_CYLINDER: + case MARKER_TRIANGLE_LIST: + case MARKER_TEXT_VIEW_FACING: + this.traverse (function (child){ + if (child instanceof THREE$1.Mesh) { + child.material = colorMaterial; + } + }); + break; + case MARKER_MESH_RESOURCE: + var meshColorMaterial = null; + if(message.color.r !== 0 || message.color.g !== 0 || + message.color.b !== 0 || message.color.a !== 0) { + meshColorMaterial = this.colorMaterial; + } + this.traverse (function (child){ + if (child instanceof THREE$1.Mesh) { + child.material = meshColorMaterial; + } + }); + break; + case MARKER_CUBE_LIST: + case MARKER_SPHERE_LIST: + // TODO Support to update color for MARKER_CUBE_LIST & MARKER_SPHERE_LIST + return false; + default: + return false; + } + + this.msgColor = message.color; + } + + // Update geometry + var scaleChanged = + Math.abs(this.msgScale[0] - message.scale.x) > 1.0e-6 || + Math.abs(this.msgScale[1] - message.scale.y) > 1.0e-6 || + Math.abs(this.msgScale[2] - message.scale.z) > 1.0e-6; + this.msgScale = [message.scale.x, message.scale.y, message.scale.z]; + + switch (message.type) { + case MARKER_CUBE: + case MARKER_SPHERE: + case MARKER_CYLINDER: + if(scaleChanged) { + return false; + } + break; + case MARKER_TEXT_VIEW_FACING: + if(scaleChanged || this.text !== message.text) { + return false; + } + break; + case MARKER_MESH_RESOURCE: + var meshResource = message.mesh_resource.substr(10); + if(meshResource !== this.msgMesh) { + return false; + } + if(scaleChanged) { + return false; + } + break; + case MARKER_ARROW: + case MARKER_LINE_STRIP: + case MARKER_LINE_LIST: + case MARKER_CUBE_LIST: + case MARKER_SPHERE_LIST: + case MARKER_POINTS: + case MARKER_TRIANGLE_LIST: + // TODO: Check if geometry changed + return false; + default: + break; + } + + return true; + }; + + /* + * Free memory of elements in this marker. + */ + dispose() { + this.children.forEach(function(element) { + if (element instanceof MeshResource) { + element.children.forEach(function(scene) { + if (scene.material !== undefined) { + scene.material.dispose(); + } + scene.children.forEach(function(mesh) { + if (mesh.geometry !== undefined) { + mesh.geometry.dispose(); + } + if (mesh.material !== undefined) { + mesh.material.dispose(); + } + scene.remove(mesh); + }); + element.remove(scene); + }); + } else { + if (element.geometry !== undefined) { + element.geometry.dispose(); + } + if (element.material !== undefined) { + element.material.dispose(); + } + } + element.parent.remove(element); + }); + }; +} + +/** + * @author David Gossow - dgossow@willowgarage.com + */ + +class InteractiveMarkerControl extends THREE$1.Object3D { + + /** + * The main marker control object for an interactive marker. + * + * @constructor + * @param options - object with following keys: + * + * * parent - the parent of this control + * * message - the interactive marker control message + * * camera - the main camera associated with the viewer for this marker client + * * path (optional) - the base path to any meshes that will be loaded + * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER) + */ + constructor(options) { + super(); + var that = this; + + options = options || {}; + this.parent = options.parent; + var handle = options.handle; + var message = options.message; + this.message = message; + this.name = message.name; + this.camera = options.camera; + this.path = options.path || '/'; + this.loader = options.loader; + this.dragging = false; + this.startMousePos = new THREE$1.Vector2(); + this.isShift = false; + + + // orientation for the control + var controlOri = new THREE$1.Quaternion(message.orientation.x, message.orientation.y, + message.orientation.z, message.orientation.w); + controlOri.normalize(); + + // transform x axis into local frame + var controlAxis = new THREE$1.Vector3(1, 0, 0); + controlAxis.applyQuaternion(controlOri); + + this.currentControlOri = new THREE$1.Quaternion(); + + // determine mouse interaction + switch (message.interaction_mode) { + case INTERACTIVE_MARKER_MOVE_ROTATE_3D: + case INTERACTIVE_MARKER_MOVE_3D: + this.addEventListener('mousemove', this.parent.move3d.bind(this.parent, this, controlAxis)); + case INTERACTIVE_MARKER_MOVE_AXIS: + this.addEventListener('mousemove', this.parent.moveAxis.bind(this.parent, this, controlAxis)); + this.addEventListener('touchmove', this.parent.moveAxis.bind(this.parent, this, controlAxis)); + break; + case INTERACTIVE_MARKER_ROTATE_AXIS: + this + .addEventListener('mousemove', this.parent.rotateAxis.bind(this.parent, this, controlOri)); + break; + case INTERACTIVE_MARKER_MOVE_PLANE: + this + .addEventListener('mousemove', this.parent.movePlane.bind(this.parent, this, controlAxis)); + break; + case INTERACTIVE_MARKER_BUTTON: + this.addEventListener('click', this.parent.buttonClick.bind(this.parent, this)); + break; + default: + break; + } + + /** + * Install default listeners for highlighting / dragging. + * + * @param event - the event to stop + */ + function stopPropagation(event) { + event.stopPropagation(); + } + + // check the mode + if (message.interaction_mode !== INTERACTIVE_MARKER_NONE) { + this.addEventListener('mousedown', this.parent.startDrag.bind(this.parent, this)); + this.addEventListener('mouseup', this.parent.stopDrag.bind(this.parent, this)); + this.addEventListener('contextmenu', this.parent.showMenu.bind(this.parent, this)); + this.addEventListener('mouseup', function(event3d) { + if (that.startMousePos.distanceToSquared(event3d.mousePos) === 0) { + event3d.type = 'contextmenu'; + that.dispatchEvent(event3d); + } + }); + this.addEventListener('mouseover', stopPropagation); + this.addEventListener('mouseout', stopPropagation); + this.addEventListener('click', stopPropagation); + this.addEventListener('mousedown', function(event3d) { + that.startMousePos = event3d.mousePos; + }); + + // touch support + this.addEventListener('touchstart', function(event3d) { + if (event3d.domEvent.touches.length === 1) { + event3d.type = 'mousedown'; + event3d.domEvent.button = 0; + that.dispatchEvent(event3d); + } + }); + this.addEventListener('touchmove', function(event3d) { + if (event3d.domEvent.touches.length === 1) { + event3d.type = 'mousemove'; + event3d.domEvent.button = 0; + that.dispatchEvent(event3d); + } + }); + this.addEventListener('touchend', function(event3d) { + if (event3d.domEvent.touches.length === 0) { + event3d.domEvent.button = 0; + event3d.type = 'mouseup'; + that.dispatchEvent(event3d); + event3d.type = 'click'; + that.dispatchEvent(event3d); + } + }); + + window.addEventListener('keydown', function(event){ + if(event.keyCode === 16){ + that.isShift = true; + } + }); + window.addEventListener('keyup', function(event){ + if(event.keyCode === 16){ + that.isShift = false; + } + }); + } + + // rotation behavior + var rotInv = new THREE$1.Quaternion(); + var posInv = this.parent.position.clone().multiplyScalar(-1); + switch (message.orientation_mode) { + case INTERACTIVE_MARKER_INHERIT: + rotInv = this.parent.quaternion.clone().inverse(); + break; + case INTERACTIVE_MARKER_FIXED: + break; + case INTERACTIVE_MARKER_VIEW_FACING: + break; + default: + console.error('Unkown orientation mode: ' + message.orientation_mode); + break; + } + + // temporary TFClient to get transformations from InteractiveMarker + // frame to potential child Marker frames + var localTfClient = new ROSLIB.TFClient({ + ros : handle.tfClient.ros, + fixedFrame : handle.message.header.frame_id, + serverName : handle.tfClient.serverName + }); + + // create visuals (markers) + message.markers.forEach(function(markerMsg) { + var addMarker = function(transformMsg) { + var markerHelper = new Marker({ + message : markerMsg, + path : that.path, + loader : that.loader + }); + + // if transformMsg isn't null, this was called by TFClient + if (transformMsg !== null) { + // get the current pose as a ROSLIB.Pose... + var newPose = new ROSLIB.Pose({ + position : markerHelper.position, + orientation : markerHelper.quaternion + }); + // so we can apply the transform provided by the TFClient + newPose.applyTransform(new ROSLIB.Transform(transformMsg)); + + // get transform between parent marker's location and its frame + // apply it to sub-marker position to get sub-marker position + // relative to parent marker + var transformMarker = new Marker({ + message : markerMsg, + path : that.path, + loader : that.loader + }); + transformMarker.position.add(posInv); + transformMarker.position.applyQuaternion(rotInv); + transformMarker.quaternion.multiplyQuaternions(rotInv, transformMarker.quaternion); + var translation = new THREE$1.Vector3(transformMarker.position.x, transformMarker.position.y, transformMarker.position.z); + var transform = new ROSLIB.Transform({ + translation : translation, + orientation : transformMarker.quaternion + }); + + // apply that transform too + newPose.applyTransform(transform); + + markerHelper.setPose(newPose); + + markerHelper.updateMatrixWorld(); + // we only need to set the pose once - at least, this is what RViz seems to be doing, might change in the future + localTfClient.unsubscribe(markerMsg.header.frame_id); + } + + // add the marker + that.add(markerHelper); + }; + + // If the marker is not relative to the parent marker's position, + // ask the *local* TFClient for the transformation from the + // InteractiveMarker frame to the sub-Marker frame + if (markerMsg.header.frame_id !== '') { + localTfClient.subscribe(markerMsg.header.frame_id, addMarker); + } + // If not, just add the marker without changing its pose + else { + addMarker(null); + } + }); + }; + + updateMatrixWorld (force) { + var that = this; + var message = this.message; + switch (message.orientation_mode) { + case INTERACTIVE_MARKER_INHERIT: + super.updateMatrixWorld(force); + that.currentControlOri.copy(that.quaternion); + that.currentControlOri.normalize(); + break; + case INTERACTIVE_MARKER_FIXED: + that.quaternion.copy(that.parent.quaternion.clone().inverse()); + that.updateMatrix(); + that.matrixWorldNeedsUpdate = true; + super.updateMatrixWorld(force); + that.currentControlOri.copy(that.quaternion); + break; + case INTERACTIVE_MARKER_VIEW_FACING: + that.camera.updateMatrixWorld(); + var cameraRot = new THREE$1.Matrix4().extractRotation(that.camera.matrixWorld); + + var ros2Gl = new THREE$1.Matrix4(); + var r90 = Math.PI * 0.5; + var rv = new THREE$1.Euler(-r90, 0, r90); + ros2Gl.makeRotationFromEuler(rv); + + var worldToLocal = new THREE$1.Matrix4(); + worldToLocal.getInverse(that.parent.matrixWorld); + + cameraRot.multiplyMatrices(cameraRot, ros2Gl); + cameraRot.multiplyMatrices(worldToLocal, cameraRot); + + that.currentControlOri.setFromRotationMatrix(cameraRot); + + // check the orientation + if (!message.independent_marker_orientation) { + that.quaternion.copy(that.currentControlOri); + that.updateMatrix(); + that.matrixWorldNeedsUpdate = true; + } + super.updateMatrixWorld(force); + break; + default: + console.error('Unkown orientation mode: ' + message.orientation_mode); + break; + } + }; +} + +/** + * @author David Gossow - dgossow@willowgarage.com + */ + +class InteractiveMarkerMenu extends THREE$1.EventDispatcher { + + /** + * A menu for an interactive marker. This will be overlayed on the canvas. + * + * @constructor + * @param options - object with following keys: + * + * * menuEntries - the menu entries to add + * * className (optional) - a custom CSS class for the menu div + * * entryClassName (optional) - a custom CSS class for the menu entry + * * overlayClassName (optional) - a custom CSS class for the menu overlay + * * menuFontSize (optional) - the menu font size + */ + constructor(options) { + super(); + var that = this; + options = options || {}; + var menuEntries = options.menuEntries; + var className = options.className || 'default-interactive-marker-menu'; + var entryClassName = options.entryClassName || 'default-interactive-marker-menu-entry'; + var overlayClassName = options.overlayClassName || 'default-interactive-marker-overlay'; + var menuFontSize = options.menuFontSize || '0.8em'; + + // holds the menu tree + var allMenus = []; + allMenus[0] = { + children : [] + }; + + + // create the CSS for this marker if it has not been created + if (document.getElementById('default-interactive-marker-menu-css') === null) { + var style = document.createElement('style'); + style.id = 'default-interactive-marker-menu-css'; + style.type = 'text/css'; + style.innerHTML = '.default-interactive-marker-menu {' + 'background-color: #444444;' + + 'border: 1px solid #888888;' + 'border: 1px solid #888888;' + 'padding: 0px 0px 0px 0px;' + + 'color: #FFFFFF;' + 'font-family: sans-serif;' + 'font-size: ' + menuFontSize +';' + 'z-index: 1002;' + + '}' + '.default-interactive-marker-menu ul {' + 'padding: 0px 0px 5px 0px;' + + 'margin: 0px;' + 'list-style-type: none;' + '}' + + '.default-interactive-marker-menu ul li div {' + '-webkit-touch-callout: none;' + + '-webkit-user-select: none;' + '-khtml-user-select: none;' + '-moz-user-select: none;' + + '-ms-user-select: none;' + 'user-select: none;' + 'cursor: default;' + + 'padding: 3px 10px 3px 10px;' + '}' + '.default-interactive-marker-menu-entry:hover {' + + ' background-color: #666666;' + ' cursor: pointer;' + '}' + + '.default-interactive-marker-menu ul ul {' + ' font-style: italic;' + + ' padding-left: 10px;' + '}' + '.default-interactive-marker-overlay {' + + ' position: absolute;' + ' top: 0%;' + ' left: 0%;' + ' width: 100%;' + + ' height: 100%;' + ' background-color: black;' + ' z-index: 1001;' + + ' -moz-opacity: 0.0;' + ' opacity: .0;' + ' filter: alpha(opacity = 0);' + '}'; + document.getElementsByTagName('head')[0].appendChild(style); + } + + // place the menu in a div + this.menuDomElem = document.createElement('div'); + this.menuDomElem.style.position = 'absolute'; + this.menuDomElem.className = className; + this.menuDomElem.addEventListener('contextmenu', function(event) { + event.preventDefault(); + }); + + // create the overlay DOM + this.overlayDomElem = document.createElement('div'); + this.overlayDomElem.className = overlayClassName; + + this.hideListener = this.hide.bind(this); + this.overlayDomElem.addEventListener('contextmenu', this.hideListener); + this.overlayDomElem.addEventListener('click', this.hideListener); + this.overlayDomElem.addEventListener('touchstart', this.hideListener); + + // parse all entries and link children to parents + var i, entry, id; + for ( i = 0; i < menuEntries.length; i++) { + entry = menuEntries[i]; + id = entry.id; + allMenus[id] = { + title : entry.title, + id : id, + children : [] + }; + } + for ( i = 0; i < menuEntries.length; i++) { + entry = menuEntries[i]; + id = entry.id; + var menu = allMenus[id]; + var parent = allMenus[entry.parent_id]; + parent.children.push(menu); + } + + function emitMenuSelect(menuEntry, domEvent) { + this.dispatchEvent({ + type : 'menu-select', + domEvent : domEvent, + id : menuEntry.id, + controlName : this.controlName + }); + this.hide(domEvent); + } + + /** + * Create the HTML UL element for the menu and link it to the parent. + * + * @param parentDomElem - the parent DOM element + * @param parentMenu - the parent menu + */ + function makeUl(parentDomElem, parentMenu) { + + var ulElem = document.createElement('ul'); + parentDomElem.appendChild(ulElem); + + var children = parentMenu.children; + + for ( var i = 0; i < children.length; i++) { + var liElem = document.createElement('li'); + var divElem = document.createElement('div'); + divElem.appendChild(document.createTextNode(children[i].title)); + ulElem.appendChild(liElem); + liElem.appendChild(divElem); + + if (children[i].children.length > 0) { + makeUl(liElem, children[i]); + divElem.addEventListener('click', that.hide.bind(that)); + divElem.addEventListener('touchstart', that.hide.bind(that)); + } else { + divElem.addEventListener('click', emitMenuSelect.bind(that, children[i])); + divElem.addEventListener('touchstart', emitMenuSelect.bind(that, children[i])); + divElem.className = 'default-interactive-marker-menu-entry'; + } + } + + } + + // construct DOM element + makeUl(this.menuDomElem, allMenus[0]); + }; + + /** + * Shoe the menu DOM element. + * + * @param control - the control for the menu + * @param event - the event that caused this + */ + show(control, event) { + if (event && event.preventDefault) { + event.preventDefault(); + } + + this.controlName = control.name; + + // position it on the click + if (event.domEvent.changedTouches !== undefined) { + // touch click + this.menuDomElem.style.left = event.domEvent.changedTouches[0].pageX + 'px'; + this.menuDomElem.style.top = event.domEvent.changedTouches[0].pageY + 'px'; + } else { + // mouse click + this.menuDomElem.style.left = event.domEvent.clientX + 'px'; + this.menuDomElem.style.top = event.domEvent.clientY + 'px'; + } + document.body.appendChild(this.overlayDomElem); + document.body.appendChild(this.menuDomElem); + }; + + /** + * Hide the menu DOM element. + * + * @param event (optional) - the event that caused this + */ + hide(event) { + if (event && event.preventDefault) { + event.preventDefault(); + } + + document.body.removeChild(this.overlayDomElem); + document.body.removeChild(this.menuDomElem); + }; +} + +/** + * @author David Gossow - dgossow@willowgarage.com + */ + +class InteractiveMarker extends THREE$1.Object3D { + + /** + * The main interactive marker object. + * + * @constructor + * @param options - object with following keys: + * + * * handle - the ROS3D.InteractiveMarkerHandle for this marker + * * camera - the main camera associated with the viewer for this marker + * * path (optional) - the base path to any meshes that will be loaded + * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER) + */ + constructor(options) { + super(); + + var that = this; + options = options || {}; + var handle = options.handle; + this.name = handle.name; + var camera = options.camera; + var path = options.path || '/'; + var loader = options.loader; + this.dragging = false; + + // set the initial pose + this.onServerSetPose({ + pose : handle.pose + }); + + // information on where the drag started + this.dragStart = { + position : new THREE$1.Vector3(), + orientation : new THREE$1.Quaternion(), + positionWorld : new THREE$1.Vector3(), + orientationWorld : new THREE$1.Quaternion(), + event3d : {} + }; + + // add each control message + handle.controls.forEach(function(controlMessage) { + that.add(new InteractiveMarkerControl({ + parent : that, + handle : handle, + message : controlMessage, + camera : camera, + path : path, + loader : loader + })); + }); + + // check for any menus + if (handle.menuEntries.length > 0) { + this.menu = new InteractiveMarkerMenu({ + menuEntries : handle.menuEntries, + menuFontSize : handle.menuFontSize + }); + + // forward menu select events + this.menu.addEventListener('menu-select', function(event) { + that.dispatchEvent(event); + }); + } + }; + + /** + * Show the interactive marker menu associated with this marker. + * + * @param control - the control to use + * @param event - the event that caused this + */ + showMenu(control, event) { + if (this.menu) { + this.menu.show(control, event); + } + }; + + /** + * Move the axis based on the given event information. + * + * @param control - the control to use + * @param origAxis - the origin of the axis + * @param event3d - the event that caused this + */ + moveAxis(control, origAxis, event3d) { + if (this.dragging) { + var currentControlOri = control.currentControlOri; + var axis = origAxis.clone().applyQuaternion(currentControlOri); + // get move axis in world coords + var originWorld = this.dragStart.event3d.intersection.point; + var axisWorld = axis.clone().applyQuaternion(this.dragStart.orientationWorld.clone()); + + var axisRay = new THREE$1.Ray(originWorld, axisWorld); + + // find closest point to mouse on axis + var t = closestAxisPoint(axisRay, event3d.camera, event3d.mousePos); + + // offset from drag start position + var p = new THREE$1.Vector3(); + p.addVectors(this.dragStart.position, axis.clone().applyQuaternion(this.dragStart.orientation) + .multiplyScalar(t)); + this.setPosition(control, p); + + + event3d.stopPropagation(); + } + }; + + + /** + * Move with respect to the plane based on the contorl and event. + * + * @param control - the control to use + * @param origNormal - the normal of the origin + * @param event3d - the event that caused this + */ + move3d(control, origNormal, event3d) { + // by default, move in a plane + if (this.dragging) { + + if(control.isShift){ + // this doesn't work + // // use the camera position and the marker position to determine the axis + // var newAxis = control.camera.position.clone(); + // newAxis.sub(this.position); + // // now mimic same steps constructor uses to create origAxis + // var controlOri = new THREE.Quaternion(newAxis.x, newAxis.y, + // newAxis.z, 1); + // controlOri.normalize(); + // var controlAxis = new THREE.Vector3(1, 0, 0); + // controlAxis.applyQuaternion(controlOri); + // origAxis = controlAxis; + }else{ + // we want to use the origin plane that is closest to the camera + var cameraVector = control.camera.getWorldDirection(); + var x = Math.abs(cameraVector.x); + var y = Math.abs(cameraVector.y); + var z = Math.abs(cameraVector.z); + var controlOri = new THREE$1.Quaternion(1, 0, 0, 1); + if(y > x && y > z){ + // orientation for the control + controlOri = new THREE$1.Quaternion(0, 0, 1, 1); + }else if(z > x && z > y){ + // orientation for the control + controlOri = new THREE$1.Quaternion(0, 1, 0, 1); + } + controlOri.normalize(); + + // transform x axis into local frame + origNormal = new THREE$1.Vector3(1, 0, 0); + origNormal.applyQuaternion(controlOri); + this.movePlane(control, origNormal, event3d); + } + } + }; + + /** + * Move with respect to the plane based on the contorl and event. + * + * @param control - the control to use + * @param origNormal - the normal of the origin + * @param event3d - the event that caused this + */ + movePlane(control, origNormal, event3d) { + if (this.dragging) { + var currentControlOri = control.currentControlOri; + var normal = origNormal.clone().applyQuaternion(currentControlOri); + // get plane params in world coords + var originWorld = this.dragStart.event3d.intersection.point; + var normalWorld = normal.clone().applyQuaternion(this.dragStart.orientationWorld); + + // intersect mouse ray with plane + var intersection = intersectPlane(event3d.mouseRay, originWorld, normalWorld); + + // offset from drag start position + var p = new THREE$1.Vector3(); + p.subVectors(intersection, originWorld); + p.add(this.dragStart.positionWorld); + this.setPosition(control, p); + event3d.stopPropagation(); + } + }; + + /** + * Rotate based on the control and event given. + * + * @param control - the control to use + * @param origOrientation - the orientation of the origin + * @param event3d - the event that caused this + */ + rotateAxis(control, origOrientation, event3d) { + if (this.dragging) { + control.updateMatrixWorld(); + + var currentControlOri = control.currentControlOri; + var orientation = currentControlOri.clone().multiply(origOrientation.clone()); + + var normal = (new THREE$1.Vector3(1, 0, 0)).applyQuaternion(orientation); + + // get plane params in world coords + var originWorld = this.dragStart.event3d.intersection.point; + var normalWorld = normal.applyQuaternion(this.dragStart.orientationWorld); + + // intersect mouse ray with plane + var intersection = intersectPlane(event3d.mouseRay, originWorld, normalWorld); + + // offset local origin to lie on intersection plane + var normalRay = new THREE$1.Ray(this.dragStart.positionWorld, normalWorld); + var rotOrigin = intersectPlane(normalRay, originWorld, normalWorld); + + // rotates from world to plane coords + var orientationWorld = this.dragStart.orientationWorld.clone().multiply(orientation); + var orientationWorldInv = orientationWorld.clone().inverse(); + + // rotate original and current intersection into local coords + intersection.sub(rotOrigin); + intersection.applyQuaternion(orientationWorldInv); + + var origIntersection = this.dragStart.event3d.intersection.point.clone(); + origIntersection.sub(rotOrigin); + origIntersection.applyQuaternion(orientationWorldInv); + + // compute relative 2d angle + var a1 = Math.atan2(intersection.y, intersection.z); + var a2 = Math.atan2(origIntersection.y, origIntersection.z); + var a = a2 - a1; + + var rot = new THREE$1.Quaternion(); + rot.setFromAxisAngle(normal, a); + + // rotate + this.setOrientation(control, rot.multiply(this.dragStart.orientationWorld)); + + // offset from drag start position + event3d.stopPropagation(); + } + }; + + /** + * Dispatch the given event type. + * + * @param type - the type of event + * @param control - the control to use + */ + feedbackEvent(type, control) { + this.dispatchEvent({ + type : type, + position : this.position.clone(), + orientation : this.quaternion.clone(), + controlName : control.name + }); + }; + + /** + * Start a drag action. + * + * @param control - the control to use + * @param event3d - the event that caused this + */ + startDrag(control, event3d) { + if (event3d.domEvent.button === 0) { + event3d.stopPropagation(); + this.dragging = true; + this.updateMatrixWorld(true); + var scale = new THREE$1.Vector3(); + this.matrixWorld + .decompose(this.dragStart.positionWorld, this.dragStart.orientationWorld, scale); + this.dragStart.position = this.position.clone(); + this.dragStart.orientation = this.quaternion.clone(); + this.dragStart.event3d = event3d; + + this.feedbackEvent('user-mousedown', control); + } + }; + + /** + * Stop a drag action. + * + * @param control - the control to use + * @param event3d - the event that caused this + */ + stopDrag(control, event3d) { + if (event3d.domEvent.button === 0) { + event3d.stopPropagation(); + this.dragging = false; + this.dragStart.event3d = {}; + this.onServerSetPose(this.bufferedPoseEvent); + this.bufferedPoseEvent = undefined; + + this.feedbackEvent('user-mouseup', control); + } + }; + + /** + * Handle a button click. + * + * @param control - the control to use + * @param event3d - the event that caused this + */ + buttonClick(control, event3d) { + event3d.stopPropagation(); + this.feedbackEvent('user-button-click', control); + }; + + /** + * Handle a user pose change for the position. + * + * @param control - the control to use + * @param event3d - the event that caused this + */ + setPosition(control, position) { + this.position.copy(position); + this.feedbackEvent('user-pose-change', control); + }; + + /** + * Handle a user pose change for the orientation. + * + * @param control - the control to use + * @param event3d - the event that caused this + */ + setOrientation(control, orientation) { + orientation.normalize(); + this.quaternion.copy(orientation); + this.feedbackEvent('user-pose-change', control); + }; + + /** + * Update the marker based when the pose is set from the server. + * + * @param event - the event that caused this + */ + onServerSetPose(event) { + if (event !== undefined) { + // don't update while dragging + if (this.dragging) { + this.bufferedPoseEvent = event; + } else { + var pose = event.pose; + this.position.copy(pose.position); + this.quaternion.copy(pose.orientation); + this.updateMatrixWorld(true); + } + } + }; + + /** + * Free memory of elements in this marker. + */ + dispose() { + var that = this; + this.children.forEach(function(intMarkerControl) { + intMarkerControl.children.forEach(function(marker) { + marker.dispose(); + intMarkerControl.remove(marker); + }); + that.remove(intMarkerControl); + }); + }; +} + +function createCommonjsModule(fn, module) { + return module = { exports: {} }, fn(module, module.exports), module.exports; +} + +var eventemitter2 = createCommonjsModule(function (module, exports) { +!function(undefined) { + + var isArray = Array.isArray ? Array.isArray : function _isArray(obj) { + return Object.prototype.toString.call(obj) === "[object Array]"; + }; + var defaultMaxListeners = 10; + + function init() { + this._events = {}; + if (this._conf) { + configure.call(this, this._conf); + } + } + + function configure(conf) { + if (conf) { + this._conf = conf; + + conf.delimiter && (this.delimiter = conf.delimiter); + this._maxListeners = conf.maxListeners !== undefined ? conf.maxListeners : defaultMaxListeners; + + conf.wildcard && (this.wildcard = conf.wildcard); + conf.newListener && (this.newListener = conf.newListener); + conf.verboseMemoryLeak && (this.verboseMemoryLeak = conf.verboseMemoryLeak); + + if (this.wildcard) { + this.listenerTree = {}; + } + } else { + this._maxListeners = defaultMaxListeners; + } + } + + function logPossibleMemoryLeak(count, eventName) { + var errorMsg = '(node) warning: possible EventEmitter memory ' + + 'leak detected. ' + count + ' listeners added. ' + + 'Use emitter.setMaxListeners() to increase limit.'; + + if(this.verboseMemoryLeak){ + errorMsg += ' Event name: ' + eventName + '.'; + } + + if(typeof process !== 'undefined' && process.emitWarning){ + var e = new Error(errorMsg); + e.name = 'MaxListenersExceededWarning'; + e.emitter = this; + e.count = count; + process.emitWarning(e); + } else { + console.error(errorMsg); + + if (console.trace){ + console.trace(); + } + } + } + + function EventEmitter(conf) { + this._events = {}; + this.newListener = false; + this.verboseMemoryLeak = false; + configure.call(this, conf); + } + EventEmitter.EventEmitter2 = EventEmitter; // backwards compatibility for exporting EventEmitter property + + // + // Attention, function return type now is array, always ! + // It has zero elements if no any matches found and one or more + // elements (leafs) if there are matches + // + function searchListenerTree(handlers, type, tree, i) { + if (!tree) { + return []; + } + var listeners=[], leaf, len, branch, xTree, xxTree, isolatedBranch, endReached, + typeLength = type.length, currentType = type[i], nextType = type[i+1]; + if (i === typeLength && tree._listeners) { + // + // If at the end of the event(s) list and the tree has listeners + // invoke those listeners. + // + if (typeof tree._listeners === 'function') { + handlers && handlers.push(tree._listeners); + return [tree]; + } else { + for (leaf = 0, len = tree._listeners.length; leaf < len; leaf++) { + handlers && handlers.push(tree._listeners[leaf]); + } + return [tree]; + } + } + + if ((currentType === '*' || currentType === '**') || tree[currentType]) { + // + // If the event emitted is '*' at this part + // or there is a concrete match at this patch + // + if (currentType === '*') { + for (branch in tree) { + if (branch !== '_listeners' && tree.hasOwnProperty(branch)) { + listeners = listeners.concat(searchListenerTree(handlers, type, tree[branch], i+1)); + } + } + return listeners; + } else if(currentType === '**') { + endReached = (i+1 === typeLength || (i+2 === typeLength && nextType === '*')); + if(endReached && tree._listeners) { + // The next element has a _listeners, add it to the handlers. + listeners = listeners.concat(searchListenerTree(handlers, type, tree, typeLength)); + } + + for (branch in tree) { + if (branch !== '_listeners' && tree.hasOwnProperty(branch)) { + if(branch === '*' || branch === '**') { + if(tree[branch]._listeners && !endReached) { + listeners = listeners.concat(searchListenerTree(handlers, type, tree[branch], typeLength)); + } + listeners = listeners.concat(searchListenerTree(handlers, type, tree[branch], i)); + } else if(branch === nextType) { + listeners = listeners.concat(searchListenerTree(handlers, type, tree[branch], i+2)); + } else { + // No match on this one, shift into the tree but not in the type array. + listeners = listeners.concat(searchListenerTree(handlers, type, tree[branch], i)); + } + } + } + return listeners; + } + + listeners = listeners.concat(searchListenerTree(handlers, type, tree[currentType], i+1)); + } + + xTree = tree['*']; + if (xTree) { + // + // If the listener tree will allow any match for this part, + // then recursively explore all branches of the tree + // + searchListenerTree(handlers, type, xTree, i+1); + } + + xxTree = tree['**']; + if(xxTree) { + if(i < typeLength) { + if(xxTree._listeners) { + // If we have a listener on a '**', it will catch all, so add its handler. + searchListenerTree(handlers, type, xxTree, typeLength); + } + + // Build arrays of matching next branches and others. + for(branch in xxTree) { + if(branch !== '_listeners' && xxTree.hasOwnProperty(branch)) { + if(branch === nextType) { + // We know the next element will match, so jump twice. + searchListenerTree(handlers, type, xxTree[branch], i+2); + } else if(branch === currentType) { + // Current node matches, move into the tree. + searchListenerTree(handlers, type, xxTree[branch], i+1); + } else { + isolatedBranch = {}; + isolatedBranch[branch] = xxTree[branch]; + searchListenerTree(handlers, type, { '**': isolatedBranch }, i+1); + } + } + } + } else if(xxTree._listeners) { + // We have reached the end and still on a '**' + searchListenerTree(handlers, type, xxTree, typeLength); + } else if(xxTree['*'] && xxTree['*']._listeners) { + searchListenerTree(handlers, type, xxTree['*'], typeLength); + } + } + + return listeners; + } + + function growListenerTree(type, listener) { + + type = typeof type === 'string' ? type.split(this.delimiter) : type.slice(); + + // + // Looks for two consecutive '**', if so, don't add the event at all. + // + for(var i = 0, len = type.length; i+1 < len; i++) { + if(type[i] === '**' && type[i+1] === '**') { + return; + } + } + + var tree = this.listenerTree; + var name = type.shift(); + + while (name !== undefined) { + + if (!tree[name]) { + tree[name] = {}; + } + + tree = tree[name]; + + if (type.length === 0) { + + if (!tree._listeners) { + tree._listeners = listener; + } + else { + if (typeof tree._listeners === 'function') { + tree._listeners = [tree._listeners]; + } + + tree._listeners.push(listener); + + if ( + !tree._listeners.warned && + this._maxListeners > 0 && + tree._listeners.length > this._maxListeners + ) { + tree._listeners.warned = true; + logPossibleMemoryLeak.call(this, tree._listeners.length, name); + } + } + return true; + } + name = type.shift(); + } + return true; + } + + // By default EventEmitters will print a warning if more than + // 10 listeners are added to it. This is a useful default which + // helps finding memory leaks. + // + // Obviously not all Emitters should be limited to 10. This function allows + // that to be increased. Set to zero for unlimited. + + EventEmitter.prototype.delimiter = '.'; + + EventEmitter.prototype.setMaxListeners = function(n) { + if (n !== undefined) { + this._maxListeners = n; + if (!this._conf) this._conf = {}; + this._conf.maxListeners = n; + } + }; + + EventEmitter.prototype.event = ''; + + + EventEmitter.prototype.once = function(event, fn) { + return this._once(event, fn, false); + }; + + EventEmitter.prototype.prependOnceListener = function(event, fn) { + return this._once(event, fn, true); + }; + + EventEmitter.prototype._once = function(event, fn, prepend) { + this._many(event, 1, fn, prepend); + return this; + }; + + EventEmitter.prototype.many = function(event, ttl, fn) { + return this._many(event, ttl, fn, false); + }; + + EventEmitter.prototype.prependMany = function(event, ttl, fn) { + return this._many(event, ttl, fn, true); + }; + + EventEmitter.prototype._many = function(event, ttl, fn, prepend) { + var self = this; + + if (typeof fn !== 'function') { + throw new Error('many only accepts instances of Function'); + } + + function listener() { + if (--ttl === 0) { + self.off(event, listener); + } + return fn.apply(this, arguments); + } + + listener._origin = fn; + + this._on(event, listener, prepend); + + return self; + }; + + EventEmitter.prototype.emit = function() { + + this._events || init.call(this); + + var type = arguments[0]; + + if (type === 'newListener' && !this.newListener) { + if (!this._events.newListener) { + return false; + } + } + + var al = arguments.length; + var args,l,i,j; + var handler; + + if (this._all && this._all.length) { + handler = this._all.slice(); + if (al > 3) { + args = new Array(al); + for (j = 0; j < al; j++) args[j] = arguments[j]; + } + + for (i = 0, l = handler.length; i < l; i++) { + this.event = type; + switch (al) { + case 1: + handler[i].call(this, type); + break; + case 2: + handler[i].call(this, type, arguments[1]); + break; + case 3: + handler[i].call(this, type, arguments[1], arguments[2]); + break; + default: + handler[i].apply(this, args); + } + } + } + + if (this.wildcard) { + handler = []; + var ns = typeof type === 'string' ? type.split(this.delimiter) : type.slice(); + searchListenerTree.call(this, handler, ns, this.listenerTree, 0); + } else { + handler = this._events[type]; + if (typeof handler === 'function') { + this.event = type; + switch (al) { + case 1: + handler.call(this); + break; + case 2: + handler.call(this, arguments[1]); + break; + case 3: + handler.call(this, arguments[1], arguments[2]); + break; + default: + args = new Array(al - 1); + for (j = 1; j < al; j++) args[j - 1] = arguments[j]; + handler.apply(this, args); + } + return true; + } else if (handler) { + // need to make copy of handlers because list can change in the middle + // of emit call + handler = handler.slice(); + } + } + + if (handler && handler.length) { + if (al > 3) { + args = new Array(al - 1); + for (j = 1; j < al; j++) args[j - 1] = arguments[j]; + } + for (i = 0, l = handler.length; i < l; i++) { + this.event = type; + switch (al) { + case 1: + handler[i].call(this); + break; + case 2: + handler[i].call(this, arguments[1]); + break; + case 3: + handler[i].call(this, arguments[1], arguments[2]); + break; + default: + handler[i].apply(this, args); + } + } + return true; + } else if (!this._all && type === 'error') { + if (arguments[1] instanceof Error) { + throw arguments[1]; // Unhandled 'error' event + } else { + throw new Error("Uncaught, unspecified 'error' event."); + } + return false; + } + + return !!this._all; + }; + + EventEmitter.prototype.emitAsync = function() { + + this._events || init.call(this); + + var type = arguments[0]; + + if (type === 'newListener' && !this.newListener) { + if (!this._events.newListener) { return Promise.resolve([false]); } + } + + var promises= []; + + var al = arguments.length; + var args,l,i,j; + var handler; + + if (this._all) { + if (al > 3) { + args = new Array(al); + for (j = 1; j < al; j++) args[j] = arguments[j]; + } + for (i = 0, l = this._all.length; i < l; i++) { + this.event = type; + switch (al) { + case 1: + promises.push(this._all[i].call(this, type)); + break; + case 2: + promises.push(this._all[i].call(this, type, arguments[1])); + break; + case 3: + promises.push(this._all[i].call(this, type, arguments[1], arguments[2])); + break; + default: + promises.push(this._all[i].apply(this, args)); + } + } + } + + if (this.wildcard) { + handler = []; + var ns = typeof type === 'string' ? type.split(this.delimiter) : type.slice(); + searchListenerTree.call(this, handler, ns, this.listenerTree, 0); + } else { + handler = this._events[type]; + } + + if (typeof handler === 'function') { + this.event = type; + switch (al) { + case 1: + promises.push(handler.call(this)); + break; + case 2: + promises.push(handler.call(this, arguments[1])); + break; + case 3: + promises.push(handler.call(this, arguments[1], arguments[2])); + break; + default: + args = new Array(al - 1); + for (j = 1; j < al; j++) args[j - 1] = arguments[j]; + promises.push(handler.apply(this, args)); + } + } else if (handler && handler.length) { + handler = handler.slice(); + if (al > 3) { + args = new Array(al - 1); + for (j = 1; j < al; j++) args[j - 1] = arguments[j]; + } + for (i = 0, l = handler.length; i < l; i++) { + this.event = type; + switch (al) { + case 1: + promises.push(handler[i].call(this)); + break; + case 2: + promises.push(handler[i].call(this, arguments[1])); + break; + case 3: + promises.push(handler[i].call(this, arguments[1], arguments[2])); + break; + default: + promises.push(handler[i].apply(this, args)); + } + } + } else if (!this._all && type === 'error') { + if (arguments[1] instanceof Error) { + return Promise.reject(arguments[1]); // Unhandled 'error' event + } else { + return Promise.reject("Uncaught, unspecified 'error' event."); + } + } + + return Promise.all(promises); + }; + + EventEmitter.prototype.on = function(type, listener) { + return this._on(type, listener, false); + }; + + EventEmitter.prototype.prependListener = function(type, listener) { + return this._on(type, listener, true); + }; + + EventEmitter.prototype.onAny = function(fn) { + return this._onAny(fn, false); + }; + + EventEmitter.prototype.prependAny = function(fn) { + return this._onAny(fn, true); + }; + + EventEmitter.prototype.addListener = EventEmitter.prototype.on; + + EventEmitter.prototype._onAny = function(fn, prepend){ + if (typeof fn !== 'function') { + throw new Error('onAny only accepts instances of Function'); + } + + if (!this._all) { + this._all = []; + } + + // Add the function to the event listener collection. + if(prepend){ + this._all.unshift(fn); + }else{ + this._all.push(fn); + } + + return this; + }; + + EventEmitter.prototype._on = function(type, listener, prepend) { + if (typeof type === 'function') { + this._onAny(type, listener); + return this; + } + + if (typeof listener !== 'function') { + throw new Error('on only accepts instances of Function'); + } + this._events || init.call(this); + + // To avoid recursion in the case that type == "newListeners"! Before + // adding it to the listeners, first emit "newListeners". + this.emit('newListener', type, listener); + + if (this.wildcard) { + growListenerTree.call(this, type, listener); + return this; + } + + if (!this._events[type]) { + // Optimize the case of one listener. Don't need the extra array object. + this._events[type] = listener; + } + else { + if (typeof this._events[type] === 'function') { + // Change to array. + this._events[type] = [this._events[type]]; + } + + // If we've already got an array, just add + if(prepend){ + this._events[type].unshift(listener); + }else{ + this._events[type].push(listener); + } + + // Check for listener leak + if ( + !this._events[type].warned && + this._maxListeners > 0 && + this._events[type].length > this._maxListeners + ) { + this._events[type].warned = true; + logPossibleMemoryLeak.call(this, this._events[type].length, type); + } + } + + return this; + }; + + EventEmitter.prototype.off = function(type, listener) { + if (typeof listener !== 'function') { + throw new Error('removeListener only takes instances of Function'); + } + + var handlers,leafs=[]; + + if(this.wildcard) { + var ns = typeof type === 'string' ? type.split(this.delimiter) : type.slice(); + leafs = searchListenerTree.call(this, null, ns, this.listenerTree, 0); + } + else { + // does not use listeners(), so no side effect of creating _events[type] + if (!this._events[type]) return this; + handlers = this._events[type]; + leafs.push({_listeners:handlers}); + } + + for (var iLeaf=0; iLeaf 0) { + recursivelyGarbageCollect(root[key]); + } + if (Object.keys(obj).length === 0) { + delete root[key]; + } + } + } + recursivelyGarbageCollect(this.listenerTree); + + return this; + }; + + EventEmitter.prototype.offAny = function(fn) { + var i = 0, l = 0, fns; + if (fn && this._all && this._all.length > 0) { + fns = this._all; + for(i = 0, l = fns.length; i < l; i++) { + if(fn === fns[i]) { + fns.splice(i, 1); + this.emit("removeListenerAny", fn); + return this; + } + } + } else { + fns = this._all; + for(i = 0, l = fns.length; i < l; i++) + this.emit("removeListenerAny", fns[i]); + this._all = []; + } + return this; + }; + + EventEmitter.prototype.removeListener = EventEmitter.prototype.off; + + EventEmitter.prototype.removeAllListeners = function(type) { + if (arguments.length === 0) { + !this._events || init.call(this); + return this; + } + + if (this.wildcard) { + var ns = typeof type === 'string' ? type.split(this.delimiter) : type.slice(); + var leafs = searchListenerTree.call(this, null, ns, this.listenerTree, 0); + + for (var iLeaf=0; iLeaf this.lifetime) { + var oldNode = this.markers[name]; + oldNode.unsubscribeTf(); + this.rootObject.remove(oldNode); + this.emit('change'); + } else { + var that = this; + setTimeout(function() {that.checkTime(name);}, + 100); + } + }; + + subscribe(){ + this.unsubscribe(); + + // subscribe to the topic + this.rosTopic = new ROSLIB.Topic({ + ros : this.ros, + name : this.topicName, + messageType : 'visualization_msgs/Marker', + compression : 'png' + }); + this.rosTopic.subscribe(this.processMessage.bind(this)); + }; + + processMessage(message){ + var newMarker = new Marker({ + message : message, + path : this.path, + }); + + // remove old marker from Three.Object3D children buffer + var oldNode = this.markers[message.ns + message.id]; + this.updatedTime[message.ns + message.id] = new Date().getTime(); + if (oldNode) { + oldNode.unsubscribeTf(); + this.rootObject.remove(oldNode); + } else if (this.lifetime) { + this.checkTime(message.ns + message.id); + } + + this.markers[message.ns + message.id] = new SceneNode({ + frameID : message.header.frame_id, + tfClient : this.tfClient, + object : newMarker + }); + this.rootObject.add(this.markers[message.ns + message.id]); + + this.emit('change'); + }; +} + +/** + * @author Jihoon Lee - lee@magazino.eu + */ + +class Arrow2 extends THREE$1.ArrowHelper { + + /** + * A Arrow is a THREE object that can be used to display an arrow model using ArrowHelper + * + * @constructor + * @param options - object with following keys: + * + * * origin (optional) - the origin of the arrow + * * direction (optional) - the direction vector of the arrow + * * length (optional) - the length of the arrow + * * headLength (optional) - the head length of the arrow + * * shaftDiameter (optional) - the shaft diameter of the arrow + * * headDiameter (optional) - the head diameter of the arrow + * * material (optional) - the material to use for this arrow + */ + constructor(options) { + options = options || {}; + var origin = options.origin || new THREE$1.Vector3(0, 0, 0); + var direction = options.direction || new THREE$1.Vector3(1, 0, 0); + var length = options.length || 1; + var headLength = options.headLength || 0.2; + var shaftDiameter = options.shaftDiameter || 0.05; + var headDiameter = options.headDiameter || 0.1; + var material = options.material || new THREE$1.MeshBasicMaterial(); + + super(direction, origin, length, 0xff0000); + + }; + + + /* + * Free memory of elements in this object. + */ + dispose() { + if (this.line !== undefined) { + this.line.material.dispose(); + this.line.geometry.dispose(); + } + if (this.cone!== undefined) { + this.cone.material.dispose(); + this.cone.geometry.dispose(); + } + }; + + /* + setLength ( length, headLength, headWidth ) { + if ( headLength === undefined ) { + headLength = 0.2 * length; + } + if ( headWidth === undefined ) { + headWidth = 0.2 * headLength; + } + + this.line.scale.set( 1, Math.max( 0, length), 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + + }; + */ +} + +/** + * @author David Gossow - dgossow@willowgarage.com + */ + +class Axes extends THREE$1.Object3D { + + /** + * An Axes object can be used to display the axis of a particular coordinate frame. + * + * @constructor + * @param options - object with following keys: + * + * * shaftRadius (optional) - the radius of the shaft to render + * * headRadius (optional) - the radius of the head to render + * * headLength (optional) - the length of the head to render + * * scale (optional) - the scale of the frame (defaults to 1.0) + * * lineType (optional) - the line type for the axes. Supported line types: + * 'dashed' and 'full'. + * * lineDashLength (optional) - the length of the dashes, relative to the length of the axis. + * Maximum value is 1, which means the dash length is + * equal to the length of the axis. Parameter only applies when + * lineType is set to dashed. + */ + constructor(options) { + super(); + var that = this; + options = options || {}; + var shaftRadius = options.shaftRadius || 0.008; + var headRadius = options.headRadius || 0.023; + var headLength = options.headLength || 0.1; + var scaleArg = options.scale || 1.0; + var lineType = options.lineType || 'full'; + var lineDashLength = options.lineDashLength || 0.1; + + + this.scale.set(scaleArg, scaleArg, scaleArg); + + // create the cylinders for the objects + this.lineGeom = new THREE$1.CylinderGeometry(shaftRadius, shaftRadius, 1.0 - headLength); + this.headGeom = new THREE$1.CylinderGeometry(0, headRadius, headLength); + + /** + * Adds an axis marker to this axes object. + * + * @param axis - the 3D vector representing the axis to add + */ + function addAxis(axis) { + // set the color of the axis + var color = new THREE$1.Color(); + color.setRGB(axis.x, axis.y, axis.z); + var material = new THREE$1.MeshBasicMaterial({ + color : color.getHex() + }); + + // setup the rotation information + var rotAxis = new THREE$1.Vector3(); + rotAxis.crossVectors(axis, new THREE$1.Vector3(0, -1, 0)); + var rot = new THREE$1.Quaternion(); + rot.setFromAxisAngle(rotAxis, 0.5 * Math.PI); + + // create the arrow + var arrow = new THREE$1.Mesh(that.headGeom, material); + arrow.position.copy(axis); + arrow.position.multiplyScalar(0.95); + arrow.quaternion.copy(rot); + arrow.updateMatrix(); + that.add(arrow); + + // create the line + var line; + if (lineType === 'dashed') { + var l = lineDashLength; + for (var i = 0; (l / 2 + 3 * l * i + l / 2) <= 1; ++i) { + var geom = new THREE$1.CylinderGeometry(shaftRadius, shaftRadius, l); + line = new THREE$1.Mesh(geom, material); + line.position.copy(axis); + // Make spacing between dashes equal to 1.5 times the dash length. + line.position.multiplyScalar(l / 2 + 3 * l * i); + line.quaternion.copy(rot); + line.updateMatrix(); + that.add(line); + } + } else if (lineType === 'full') { + line = new THREE$1.Mesh(that.lineGeom, material); + line.position.copy(axis); + line.position.multiplyScalar(0.45); + line.quaternion.copy(rot); + line.updateMatrix(); + that.add(line); + } else { + console.warn('[Axes]: Unsupported line type. Not drawing any axes.'); + } + } + + // add the three markers to the axes + addAxis(new THREE$1.Vector3(1, 0, 0)); + addAxis(new THREE$1.Vector3(0, 1, 0)); + addAxis(new THREE$1.Vector3(0, 0, 1)); + }; +} + +/** + * @author Russell Toris - rctoris@wpi.edu + */ + +class Grid extends THREE$1.Object3D { + + /** + * Create a grid object. + * + * @constructor + * @param options - object with following keys: + * + * * num_cells (optional) - The number of cells of the grid + * * color (optional) - the line color of the grid, like '#cccccc' + * * lineWidth (optional) - the width of the lines in the grid + * * cellSize (optional) - The length, in meters, of the side of each cell + */ + constructor(options) { + options = options || {}; + var num_cells = options.num_cells || 10; + var color = options.color || '#cccccc'; + var lineWidth = options.lineWidth || 1; + var cellSize = options.cellSize || 1; + + super(); + + var material = new THREE$1.LineBasicMaterial({ + color: color, + linewidth: lineWidth + }); + + for (var i = 0; i <= num_cells; ++i) { + var edge = cellSize * num_cells / 2; + var position = edge - (i * cellSize); + var geometryH = new THREE$1.Geometry(); + geometryH.vertices.push( + new THREE$1.Vector3( -edge, position, 0 ), + new THREE$1.Vector3( edge, position, 0 ) + ); + var geometryV = new THREE$1.Geometry(); + geometryV.vertices.push( + new THREE$1.Vector3( position, -edge, 0 ), + new THREE$1.Vector3( position, edge, 0 ) + ); + this.add(new THREE$1.Line(geometryH, material)); + this.add(new THREE$1.Line(geometryV, material)); + } + }; +} + +/** + * @author Russell Toris - rctoris@wpi.edu + */ + +class OccupancyGrid extends THREE$1.Mesh { + + /** + * An OccupancyGrid can convert a ROS occupancy grid message into a THREE object. + * + * @constructor + * @param options - object with following keys: + * + * * message - the occupancy grid message + * * color (optional) - color of the visualized grid + * * opacity (optional) - opacity of the visualized grid (0.0 == fully transparent, 1.0 == opaque) + */ + constructor(options) { + options = options || {}; + var message = options.message; + var color = options.color || {r:255,g:255,b:255}; + var opacity = options.opacity || 1.0; + + // create the geometry + var width = message.info.width; + var height = message.info.height; + var geom = new THREE$1.PlaneBufferGeometry(width, height); + + // create the color material + var imageData = new Uint8Array(width * height * 3); + for ( var row = 0; row < height; row++) { + for ( var col = 0; col < width; col++) { + // determine the index into the map data + var mapI = col + ((height - row - 1) * width); + // determine the value + var data = message.data[mapI]; + var val; + if (data === 100) { + val = 0; + } else if (data === 0) { + val = 255; + } else { + val = 127; + } + + // determine the index into the image data array + var i = (col + (row * width)) * 3; + // r + imageData[i] = (val * color.r) / 255; + // g + imageData[++i] = (val * color.g) / 255; + // b + imageData[++i] = (val * color.b) / 255; + } + } + + var texture = new THREE$1.DataTexture(imageData, width, height, THREE$1.RGBFormat); + texture.flipY = true; + texture.minFilter = THREE$1.LinearFilter; + texture.magFilter = THREE$1.LinearFilter; + texture.needsUpdate = true; + + var material = new THREE$1.MeshBasicMaterial({ + map : texture, + transparent : opacity < 1.0, + opacity : opacity + }); + material.side = THREE$1.DoubleSide; + + // create the mesh + super(geom, material); + // move the map so the corner is at X, Y and correct orientation (informations from message.info) + this.quaternion.copy(new THREE$1.Quaternion( + message.info.origin.orientation.x, + message.info.origin.orientation.y, + message.info.origin.orientation.z, + message.info.origin.orientation.w + )); + this.position.x = (width * message.info.resolution) / 2 + message.info.origin.position.x; + this.position.y = (height * message.info.resolution) / 2 + message.info.origin.position.y; + this.position.z = message.info.origin.position.z; + this.scale.x = message.info.resolution; + this.scale.y = message.info.resolution; + }; +} + +/** + * @author Russell Toris - rctoris@wpi.edu + */ + +class OccupancyGridClient extends eventemitter2 { + + /** + * An occupancy grid client that listens to a given map topic. + * + * Emits the following events: + * + * * 'change' - there was an update or change in the marker + * + * @constructor + * @param options - object with following keys: + * + * * ros - the ROSLIB.Ros connection handle + * * topic (optional) - the map topic to listen to + * * continuous (optional) - if the map should be continuously loaded (e.g., for SLAM) + * * tfClient (optional) - the TF client handle to use for a scene node + * * compression (optional) - message compression (default: 'cbor') + * * rootObject (optional) - the root object to add this marker to + * * offsetPose (optional) - offset pose of the grid visualization, e.g. for z-offset (ROSLIB.Pose type) + * * color (optional) - color of the visualized grid + * * opacity (optional) - opacity of the visualized grid (0.0 == fully transparent, 1.0 == opaque) + */ + constructor(options) { + super(); + options = options || {}; + this.ros = options.ros; + this.topicName = options.topic || '/map'; + this.compression = options.compression || 'cbor'; + this.continuous = options.continuous; + this.tfClient = options.tfClient; + this.rootObject = options.rootObject || new THREE$1.Object3D(); + this.offsetPose = options.offsetPose || new ROSLIB.Pose(); + this.color = options.color || {r:255,g:255,b:255}; + this.opacity = options.opacity || 1.0; + + // current grid that is displayed + this.currentGrid = null; + + // subscribe to the topic + this.rosTopic = undefined; + this.subscribe(); + }; + + unsubscribe(){ + if(this.rosTopic){ + this.rosTopic.unsubscribe(); + } + }; + + subscribe(){ + this.unsubscribe(); + + // subscribe to the topic + this.rosTopic = new ROSLIB.Topic({ + ros : this.ros, + name : this.topicName, + messageType : 'nav_msgs/OccupancyGrid', + compression : this.compression + }); + this.rosTopic.subscribe(this.processMessage.bind(this)); + }; + + processMessage(message){ + // check for an old map + if (this.currentGrid) { + // check if it there is a tf client + if (this.currentGrid.tfClient) { + // grid is of type ROS3D.SceneNode + this.currentGrid.unsubscribeTf(); + } + this.rootObject.remove(this.currentGrid); + } + + var newGrid = new OccupancyGrid({ + message : message, + color : this.color, + opacity : this.opacity }); - - that.emit('change'); - }); -}; -ROS3D.MarkerArrayClient.prototype.__proto__ = EventEmitter2.prototype; -/** - * @author Russell Toris - rctoris@wpi.edu - */ + // check if we care about the scene + if (this.tfClient) { + this.currentGrid = newGrid; + this.sceneNode = new SceneNode({ + frameID : message.header.frame_id, + tfClient : this.tfClient, + object : newGrid, + pose : this.offsetPose + }); + } else { + this.sceneNode = this.currentGrid = newGrid; + } + + this.rootObject.add(this.sceneNode); + + this.emit('change'); + + // check if we should unsubscribe + if (!this.continuous) { + this.rosTopic.unsubscribe(); + } + }; +} /** - * A marker client that listens to a given marker topic. - * - * Emits the following events: - * - * * 'change' - there was an update or change in the marker - * - * @constructor - * @param options - object with following keys: - * - * * ros - the ROSLIB.Ros connection handle - * * topic - the marker topic to listen to - * * tfClient - the TF client handle to use - * * rootObject (optional) - the root object to add this marker to - * * path (optional) - the base path to any meshes that will be loaded - * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER - * ROS3D.COLLADA_LOADER_2) -- defaults to ROS3D.COLLADA_LOADER_2 + * @author David V. Lu!! - davidvlu@gmail.com */ -ROS3D.MarkerClient = function(options) { - var that = this; - options = options || {}; - var ros = options.ros; - var topic = options.topic; - this.tfClient = options.tfClient; - this.rootObject = options.rootObject || new THREE.Object3D(); - this.path = options.path || '/'; - this.loader = options.loader || ROS3D.COLLADA_LOADER_2; - // Markers that are displayed (Map ns+id--Marker) - this.markers = {}; +class Odometry extends THREE$1.Object3D { + + /** + * An Odometry client + * + * @constructor + * @param options - object with following keys: + * + * * ros - the ROSLIB.Ros connection handle + * * topic - the marker topic to listen to + * * tfClient - the TF client handle to use + * * rootObject (optional) - the root object to add this marker to + * * keep (optional) - number of markers to keep around (default: 1) + * * color (optional) - color for line (default: 0xcc00ff) + * * length (optional) - the length of the arrow (default: 1.0) + * * headLength (optional) - the head length of the arrow (default: 0.2) + * * shaftDiameter (optional) - the shaft diameter of the arrow (default: 0.05) + * * headDiameter (optional) - the head diameter of the arrow (default: 0.1) + */ + constructor(options) { + super(); + this.options = options || {}; + this.ros = options.ros; + this.topicName = options.topic || '/particlecloud'; + this.tfClient = options.tfClient; + this.color = options.color || 0xcc00ff; + this.length = options.length || 1.0; + this.rootObject = options.rootObject || new THREE$1.Object3D(); + this.keep = options.keep || 1; + + this.sns = []; + + this.rosTopic = undefined; + this.subscribe(); + }; + - // subscribe to the topic - var rosTopic = new ROSLIB.Topic({ - ros : ros, - name : topic, - messageType : 'visualization_msgs/Marker', - compression : 'png' - }); - rosTopic.subscribe(function(message) { + unsubscribe(){ + if(this.rosTopic){ + this.rosTopic.unsubscribe(); + } + }; - var newMarker = new ROS3D.Marker({ - message : message, - path : that.path, - loader : that.loader + subscribe(){ + this.unsubscribe(); + + // subscribe to the topic + this.rosTopic = new ROSLIB.Topic({ + ros : this.ros, + name : this.topicName, + messageType : 'nav_msgs/Odometry' }); + this.rosTopic.subscribe(this.processMessage.bind(this)); + }; - // remove old marker from Three.Object3D children buffer - that.rootObject.remove(that.markers[message.ns + message.id]); + processMessage(message){ + if(this.sns.length >= this.keep) { + this.sns[0].unsubscribeTf(); + this.rootObject.remove(this.sns[0]); + this.sns.shift(); + } + + this.options.origin = new THREE$1.Vector3( message.pose.pose.position.x, message.pose.pose.position.y, + message.pose.pose.position.z); - that.markers[message.ns + message.id] = new ROS3D.SceneNode({ + var rot = new THREE$1.Quaternion(message.pose.pose.orientation.x, message.pose.pose.orientation.y, + message.pose.pose.orientation.z, message.pose.pose.orientation.w); + this.options.direction = new THREE$1.Vector3(1,0,0); + this.options.direction.applyQuaternion(rot); + this.options.material = new THREE$1.MeshBasicMaterial({color: this.color}); + var arrow = new Arrow(this.options); + + this.sns.push(new SceneNode({ frameID : message.header.frame_id, - tfClient : that.tfClient, - object : newMarker - }); - that.rootObject.add(that.markers[message.ns + message.id]); + tfClient : this.tfClient, + object : arrow + })); - that.emit('change'); - }); -}; -ROS3D.MarkerClient.prototype.__proto__ = EventEmitter2.prototype; + this.rootObject.add(this.sns[ this.sns.length - 1]); + }; +} /** - * @author David Gossow - dgossow@willowgarage.com + * @author David V. Lu!! - davidvlu@gmail.com */ -/** - * A Arrow is a THREE object that can be used to display an arrow model. - * - * @constructor - * @param options - object with following keys: - * - * * origin (optional) - the origin of the arrow - * * direction (optional) - the direction vector of the arrow - * * length (optional) - the length of the arrow - * * headLength (optional) - the head length of the arrow - * * shaftDiameter (optional) - the shaft diameter of the arrow - * * headDiameter (optional) - the head diameter of the arrow - * * material (optional) - the material to use for this arrow - */ -ROS3D.Arrow = function(options) { - options = options || {}; - var origin = options.origin || new THREE.Vector3(0, 0, 0); - var direction = options.direction || new THREE.Vector3(1, 0, 0); - var length = options.length || 1; - var headLength = options.headLength || 0.2; - var shaftDiameter = options.shaftDiameter || 0.05; - var headDiameter = options.headDiameter || 0.1; - var material = options.material || new THREE.MeshBasicMaterial(); +let Path$1 = class Path extends THREE$1.Object3D { - var shaftLength = length - headLength; + /** + * A Path client that listens to a given topic and displays a line connecting the poses. + * + * @constructor + * @param options - object with following keys: + * + * * ros - the ROSLIB.Ros connection handle + * * topic - the marker topic to listen to + * * tfClient - the TF client handle to use + * * rootObject (optional) - the root object to add this marker to + * * color (optional) - color for line (default: 0xcc00ff) + */ + constructor(options) { + super(); + options = options || {}; + this.ros = options.ros; + this.topicName = options.topic || '/path'; + this.tfClient = options.tfClient; + this.color = options.color || 0xcc00ff; + this.rootObject = options.rootObject || new THREE$1.Object3D(); + + this.sn = null; + this.line = null; + + this.rosTopic = undefined; + this.subscribe(); + }; - // create and merge geometry - var geometry = new THREE.CylinderGeometry(shaftDiameter * 0.5, shaftDiameter * 0.5, shaftLength, - 12, 1); - var m = new THREE.Matrix4(); - m.setPosition(new THREE.Vector3(0, shaftLength * 0.5, 0)); - geometry.applyMatrix(m); - // create the head - var coneGeometry = new THREE.CylinderGeometry(0, headDiameter * 0.5, headLength, 12, 1); - m.setPosition(new THREE.Vector3(0, shaftLength + (headLength * 0.5), 0)); - coneGeometry.applyMatrix(m); + unsubscribe(){ + if(this.rosTopic){ + this.rosTopic.unsubscribe(); + } + }; - // put the arrow together - THREE.GeometryUtils.merge(geometry, coneGeometry); + subscribe(){ + this.unsubscribe(); - THREE.Mesh.call(this, geometry, material); + // subscribe to the topic + this.rosTopic = new ROSLIB.Topic({ + ros : this.ros, + name : this.topicName, + messageType : 'nav_msgs/Path' + }); + this.rosTopic.subscribe(this.processMessage.bind(this)); + }; - this.position = origin; - this.setDirection(direction); -}; -ROS3D.Arrow.prototype.__proto__ = THREE.Mesh.prototype; + processMessage(message){ + if(this.sn!==null){ + this.sn.unsubscribeTf(); + this.rootObject.remove(this.sn); + } -/** - * Set the direction of this arrow to that of the given vector. - * - * @param direction - the direction to set this arrow - */ -ROS3D.Arrow.prototype.setDirection = function(direction) { - var axis = new THREE.Vector3(0, 1, 0).cross(direction); - var radians = Math.acos(new THREE.Vector3(0, 1, 0).dot(direction.clone().normalize())); - this.matrix = new THREE.Matrix4().makeRotationAxis(axis.normalize(), radians); - this.rotation.setFromRotationMatrix(this.matrix, this.rotation.order); -}; + var lineGeometry = new THREE$1.Geometry(); + for(var i=0; i= message.range_min && range <= message.range_max){ + var angle = message.angle_min + i * message.angle_increment; + this.points.positions.array[j++] = range * Math.cos(angle); + this.points.positions.array[j++] = range * Math.sin(angle); + this.points.positions.array[j++] = 0.0; } - - that.add(collada.scene); - }); - } else if (fileType === '.stl') { - loader = new THREE.STLLoader(); - { - loader.load(uri, function ( geometry ) { - geometry.computeFaceNormals(); - var mesh; - if(material !== null) { - mesh = new THREE.Mesh( geometry, material ); - } else { - mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x999999 } ) ); - } - that.add(mesh); - } ); } - } -}; -ROS3D.MeshResource.prototype.__proto__ = THREE.Object3D.prototype; + this.points.update(j/3); + }; +} /** - * @author David Gossow - dgossow@willowgarage.com + * @author David V. Lu!! - davidvlu@gmail.com + * @author Mathieu Bredif - mathieu.bredif@ign.fr */ /** - * A TriangleList is a THREE object that can be used to display a list of triangles as a geometry. - * - * @constructor - * @param options - object with following keys: - * - * * material (optional) - the material to use for the object - * * vertices - the array of vertices to use - * * colors - the associated array of colors to use + * Decodes the base64-encoded array 'inbytes' into the array 'outbytes' + * until 'inbytes' is exhausted or 'outbytes' is filled. + * if 'record_size' is specified, records of length 'record_size' bytes + * are copied every other 'pointRatio' records. + * returns the number of decoded records */ -ROS3D.TriangleList = function(options) { - options = options || {}; - var material = options.material || new THREE.MeshBasicMaterial(); - var vertices = options.vertices; - var colors = options.colors; +function decode64(inbytes, outbytes, record_size, pointRatio) { + var x,b=0,l=0,j=0,L=inbytes.length,A=outbytes.length; + record_size = record_size || A; // default copies everything (no skipping) + pointRatio = pointRatio || 1; // default copies everything (no skipping) + var bitskip = (pointRatio-1) * record_size * 8; + for(x=0;x=8){ + l-=8; + outbytes[j++]=(b>>>l)&0xff; + if((j % record_size) === 0) { // skip records + // no optimization: for(var i=0;i=8) {l-=8;i+=8;}} + // first optimization: for(;l0){b=decode64.e[inbytes.charAt(x)];} + } + } + } + return Math.floor(j/record_size); +} +// initialize decoder with static lookup table 'e' +decode64.S='ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'; +decode64.e={}; +for(var i=0;i<64;i++){decode64.e[decode64.S.charAt(i)]=i;} - THREE.Object3D.call(this); - // set the material to be double sided - material.side = THREE.DoubleSide; +class PointCloud2 extends THREE$1.Object3D { - // construct the geometry - var geometry = new THREE.Geometry(); - for (i = 0; i < vertices.length; i++) { - geometry.vertices.push(new THREE.Vector3(vertices[i].x, vertices[i].y, vertices[i].z)); - } + /** + * A PointCloud2 client that listens to a given topic and displays the points. + * + * @constructor + * @param options - object with following keys: + * + * * ros - the ROSLIB.Ros connection handle + * * topic - the marker topic to listen to (default: '/points') + * * tfClient - the TF client handle to use + * * compression (optional) - message compression (default: 'cbor') + * * rootObject (optional) - the root object to add this marker to use for the points. + * * max_pts (optional) - number of points to draw (default: 10000) + * * pointRatio (optional) - point subsampling ratio (default: 1, no subsampling) + * * messageRatio (optional) - message subsampling ratio (default: 1, no subsampling) + * * material (optional) - a material object or an option to construct a PointsMaterial. + * * colorsrc (optional) - the field to be used for coloring (default: 'rgb') + * * colormap (optional) - function that turns the colorsrc field value to a color + */ + constructor(options) { + super(); + options = options || {}; + this.ros = options.ros; + this.topicName = options.topic || '/points'; + this.compression = options.compression || 'cbor'; + this.max_pts = options.max_pts || 10000; + this.points = new Points$1(options); + this.rosTopic = undefined; + this.buffer = null; + this.subscribe(); + }; - // set the colors - var i, j; - if (colors.length === vertices.length) { - // use per-vertex color - for (i = 0; i < vertices.length; i += 3) { - var faceVert = new THREE.Face3(i, i + 1, i + 2); - for (j = i * 3; j < i * 3 + 3; i++) { - var color = new THREE.Color(); - color.setRGB(colors[i].r, colors[i].g, colors[i].b); - faceVert.vertexColors.push(color); - } - geometry.faces.push(face); - } - material.vertexColors = THREE.VertexColors; - } else if (colors.length === vertices.length / 3) { - // use per-triangle color - for (i = 0; i < vertices.length; i += 3) { - var faceTri = new THREE.Face3(i, i + 1, i + 2); - faceTri.color.setRGB(colors[i / 3].r, colors[i / 3].g, colors[i / 3].b); - geometry.faces.push(faceTri); - } - material.vertexColors = THREE.FaceColors; - } else { - // use marker color - for (i = 0; i < vertices.length; i += 3) { - var face = new THREE.Face3(i, i + 1, i + 2); - geometry.faces.push(face); + + unsubscribe(){ + if(this.rosTopic){ + this.rosTopic.unsubscribe(); } - } + }; - geometry.computeBoundingBox(); - geometry.computeBoundingSphere(); - geometry.computeCentroids(); - geometry.computeFaceNormals(); + subscribe(){ + this.unsubscribe(); - this.add(new THREE.Mesh(geometry, material)); -}; -ROS3D.TriangleList.prototype.__proto__ = THREE.Object3D.prototype; + // subscribe to the topic + this.rosTopic = new ROSLIB.Topic({ + ros : this.ros, + name : this.topicName, + messageType : 'sensor_msgs/PointCloud2', + compression: this.compression + }); + this.rosTopic.subscribe(this.processMessage.bind(this)); + }; -/** - * Set the color of this object to the given hex value. - * - * @param hex - the hex value of the color to set - */ -ROS3D.TriangleList.prototype.setColor = function(hex) { - this.mesh.material.color.setHex(hex); -}; + processMessage(msg){ + if(!this.points.setup(msg.header.frame_id, msg.point_step, msg.fields)) { + return; + } + + var n, pointRatio = this.points.pointRatio; + var bufSz = this.max_pts * msg.point_step; + + if (msg.data.buffer) { + this.buffer = msg.data.slice(0, Math.min(msg.data.byteLength, bufSz)); + n = Math.min(msg.height*msg.width / pointRatio, this.points.positions.array.length / 3); + } else { + if (!this.buffer || this.buffer.byteLength < bufSz) { + this.buffer = new Uint8Array(bufSz); + } + n = decode64(msg.data, this.buffer, msg.point_step, pointRatio); + pointRatio = 1; + } + + var dv = new DataView(this.buffer.buffer); + var littleEndian = !msg.is_bigendian; + var x = this.points.fields.x.offset; + var y = this.points.fields.y.offset; + var z = this.points.fields.z.offset; + var base, color; + for(var i = 0; i < n; i++){ + base = i * pointRatio * msg.point_step; + this.points.positions.array[3*i ] = dv.getFloat32(base+x, littleEndian); + this.points.positions.array[3*i + 1] = dv.getFloat32(base+y, littleEndian); + this.points.positions.array[3*i + 2] = dv.getFloat32(base+z, littleEndian); + + if(this.points.colors){ + color = this.points.colormap(this.points.getColor(dv,base,littleEndian)); + this.points.colors.array[3*i ] = color.r; + this.points.colors.array[3*i + 1] = color.g; + this.points.colors.array[3*i + 2] = color.b; + } + } + this.points.update(n); + }; +} /** * @author Jihoon Lee - jihoonlee.in@gmail.com * @author Russell Toris - rctoris@wpi.edu */ -/** - * A URDF can be used to load a ROSLIB.UrdfModel and its associated models into a 3D object. - * - * @constructor - * @param options - object with following keys: - * - * * urdfModel - the ROSLIB.UrdfModel to load - * * tfClient - the TF client handle to use - * * path (optional) - the base path to the associated Collada models that will be loaded - * * tfPrefix (optional) - the TF prefix to used for multi-robots - * * loader (optional) - the Collada loader to use (e.g., an instance of ROS3D.COLLADA_LOADER - * ROS3D.COLLADA_LOADER_2) -- defaults to ROS3D.COLLADA_LOADER_2 - */ -ROS3D.Urdf = function(options) { - options = options || {}; - var urdfModel = options.urdfModel; - var path = options.path || '/'; - var tfClient = options.tfClient; - var tfPrefix = options.tfPrefix || ''; - var loader = options.loader || ROS3D.COLLADA_LOADER_2; - - THREE.Object3D.call(this); - - // load all models - var links = urdfModel.links; - for ( var l in links) { - var link = links[l]; - for( var i=0; i= 0; o--) { - if (objlist[o].object === objects[c]) { - renderList.push(objlist[o]); - break; - } + /** + * Traverses the given object and makes every object that's a Mesh, + * Line or Sprite invisible. Also saves the previous visibility state + * so we can restore it later. + * + * @param scene - the object to traverse + */ + makeEverythingInvisible (scene) { + scene.traverse(function(currentObject) { + if ( currentObject instanceof THREE$1.Mesh || currentObject instanceof THREE$1.Line + || currentObject instanceof THREE$1.Sprite ) { + currentObject.previousVisibility = currentObject.visible; + currentObject.visible = false; } - // recurse into children - this.getWebglObjects(scene, objects[c].children, renderList); - } - } -}; - -/** - * Render highlighted objects in the scene. - * - * @param renderer - the renderer to use - * @param scene - the scene to use - * @param camera - the camera to use - */ -ROS3D.Highlighter.prototype.renderHighlight = function(renderer, scene, camera) { - // get webgl objects - var renderList = []; - this.getWebglObjects(scene, this.hoverObjs, renderList); + }); + }; - // define highlight material - scene.overrideMaterial = new THREE.MeshBasicMaterial({ - fog : false, - opacity : 0.5, - depthTest : true, - depthWrite : false, - polygonOffset : true, - polygonOffsetUnits : -1, - side : THREE.DoubleSide - }); - // swap render lists, render, undo - var oldWebglObjects = scene.__webglObjects; - scene.__webglObjects = renderList; + /** + * Make the objects in the scene that are currently highlighted (and + * all of their children!) visible. + * + * @param scene - the object to traverse + */ + makeHighlightedVisible (scene) { + var makeVisible = function(currentObject) { + if ( currentObject instanceof THREE$1.Mesh || currentObject instanceof THREE$1.Line + || currentObject instanceof THREE$1.Sprite ) { + currentObject.visible = true; + } + }; - renderer.render(scene, camera); + for (var uuid in this.hoverObjs) { + var selectedObject = this.hoverObjs[uuid]; + // Make each selected object and all of its children visible + selectedObject.visible = true; + selectedObject.traverse(makeVisible); + } + }; - scene.__webglObjects = oldWebglObjects; - scene.overrideMaterial = null; -}; + /** + * Restore the old visibility state that was saved by + * makeEverythinginvisible. + * + * @param scene - the object to traverse + */ + restoreVisibility (scene) { + scene.traverse(function(currentObject) { + if (currentObject.hasOwnProperty('previousVisibility')) { + currentObject.visible = currentObject.previousVisibility; + } + }.bind(this)); + }; +} /** * @author David Gossow - dgossow@willowgarage.com */ -/** - * A handler for mouse events within a 3D viewer. - * - * @constructor - * @param options - object with following keys: - * - * * renderer - the main renderer - * * camera - the main camera in the scene - * * rootObject - the root object to check for mouse events - * * fallbackTarget - the fallback target, e.g., the camera controls - */ -ROS3D.MouseHandler = function(options) { - THREE.EventDispatcher.call(this); - this.renderer = options.renderer; - this.camera = options.camera; - this.rootObject = options.rootObject; - this.fallbackTarget = options.fallbackTarget; - this.lastTarget = this.fallbackTarget; - this.dragging = false; - this.projector = new THREE.Projector(); - - // listen to DOM events - var eventNames = [ 'contextmenu', 'click', 'dblclick', 'mouseout', 'mousedown', 'mouseup', - 'mousemove', 'mousewheel', 'DOMMouseScroll', 'touchstart', 'touchend', 'touchcancel', - 'touchleave', 'touchmove' ]; - this.listeners = {}; +class MouseHandler extends THREE$1.EventDispatcher { - // add event listeners for the associated mouse events - eventNames.forEach(function(eventName) { - this.listeners[eventName] = this.processDomEvent.bind(this); - this.renderer.domElement.addEventListener(eventName, this.listeners[eventName], false); - }, this); -}; + /** + * A handler for mouse events within a 3D viewer. + * + * @constructor + * @param options - object with following keys: + * + * * renderer - the main renderer + * * camera - the main camera in the scene + * * rootObject - the root object to check for mouse events + * * fallbackTarget - the fallback target, e.g., the camera controls + */ + constructor(options) { + super(); + this.renderer = options.renderer; + this.camera = options.camera; + this.rootObject = options.rootObject; + this.fallbackTarget = options.fallbackTarget; + this.lastTarget = this.fallbackTarget; + this.dragging = false; -/** - * Process the particular DOM even that has occurred based on the mouse's position in the scene. - * - * @param domEvent - the DOM event to process - */ -ROS3D.MouseHandler.prototype.processDomEvent = function(domEvent) { - // don't deal with the default handler - domEvent.preventDefault(); + // listen to DOM events + var eventNames = [ 'contextmenu', 'click', 'dblclick', 'mouseout', 'mousedown', 'mouseup', + 'mousemove', 'mousewheel', 'DOMMouseScroll', 'touchstart', 'touchend', 'touchcancel', + 'touchleave', 'touchmove' ]; + this.listeners = {}; + + // add event listeners for the associated mouse events + eventNames.forEach(function(eventName) { + this.listeners[eventName] = this.processDomEvent.bind(this); + this.renderer.domElement.addEventListener(eventName, this.listeners[eventName], false); + }, this); + }; - // compute normalized device coords and 3D mouse ray - var target = domEvent.target; - var rect = target.getBoundingClientRect(); - var pos_x, pos_y; + /** + * Process the particular DOM even that has occurred based on the mouse's position in the scene. + * + * @param domEvent - the DOM event to process + */ + processDomEvent(domEvent) { + // don't deal with the default handler + domEvent.preventDefault(); + + // compute normalized device coords and 3D mouse ray + var target = domEvent.target; + var rect = target.getBoundingClientRect(); + var pos_x, pos_y; + + if(domEvent.type.indexOf('touch') !== -1) { + pos_x = 0; + pos_y = 0; + for(var i=0; i 0) { - target = intersections[0].object; - event3D.intersection = this.lastIntersection = intersections[0]; - } else { - target = this.fallbackTarget; - } + // in the normal case, we need to check what is under the mouse + target = this.lastTarget; + var intersections = []; + intersections = mouseRaycaster.intersectObject(this.rootObject, true); - // if the mouse moves from one object to another (or from/to the 'null' object), notify both - if (target !== this.lastTarget && domEvent.type.match(/mouse/)) { - var eventAccepted = this.notify(target, 'mouseover', event3D); - if (eventAccepted) { - this.notify(this.lastTarget, 'mouseout', event3D); + if (intersections.length > 0) { + target = intersections[0].object; + event3D.intersection = this.lastIntersection = intersections[0]; } else { - // if target was null or no target has caught our event, fall back target = this.fallbackTarget; - if (target !== this.lastTarget) { - this.notify(target, 'mouseover', event3D); + } + + // if the mouse moves from one object to another (or from/to the 'null' object), notify both + if (target !== this.lastTarget && domEvent.type.match(/mouse/)) { + + // Event Status. TODO: Make it as enum + // 0: Accepted + // 1: Failed + // 2: Continued + var eventStatus = this.notify(target, 'mouseover', event3D); + if (eventStatus === 0) { this.notify(this.lastTarget, 'mouseout', event3D); + } else if(eventStatus === 1) { + // if target was null or no target has caught our event, fall back + target = this.fallbackTarget; + if (target !== this.lastTarget) { + this.notify(target, 'mouseover', event3D); + this.notify(this.lastTarget, 'mouseout', event3D); + } } } - } - // if the finger moves from one object to another (or from/to the 'null' object), notify both - if (target !== this.lastTarget && domEvent.type.match(/touch/)) { - var toucheventAccepted = this.notify(target, domEvent.type, event3D); - if (toucheventAccepted) { - this.notify(this.lastTarget, 'touchleave', event3D); - this.notify(this.lastTarget, 'touchend', event3D); - } else { - // if target was null or no target has caught our event, fall back - target = this.fallbackTarget; - if (target !== this.lastTarget) { - this.notify(this.lastTarget, 'touchmove', event3D); + // if the finger moves from one object to another (or from/to the 'null' object), notify both + if (target !== this.lastTarget && domEvent.type.match(/touch/)) { + var toucheventAccepted = this.notify(target, domEvent.type, event3D); + if (toucheventAccepted) { + this.notify(this.lastTarget, 'touchleave', event3D); this.notify(this.lastTarget, 'touchend', event3D); + } else { + // if target was null or no target has caught our event, fall back + target = this.fallbackTarget; + if (target !== this.lastTarget) { + this.notify(this.lastTarget, 'touchmove', event3D); + this.notify(this.lastTarget, 'touchend', event3D); + } } } - } - // pass through event - this.notify(target, domEvent.type, event3D); - if (domEvent.type === 'mousedown' || domEvent.type === 'touchstart' || domEvent.type === 'touchmove') { - this.dragging = true; - } - this.lastTarget = target; -}; + // pass through event + this.notify(target, domEvent.type, event3D); + if (domEvent.type === 'mousedown' || domEvent.type === 'touchstart' || domEvent.type === 'touchmove') { + this.dragging = true; + } + this.lastTarget = target; + }; + + /** + * Notify the listener of the type of event that occurred. + * + * @param target - the target of the event + * @param type - the type of event that occurred + * @param event3D - the 3D mouse even information + * @returns if an event was canceled + */ + notify(target, type, event3D) { + // ensure the type is set + // + event3D.type = type; + + // make the event cancelable + event3D.cancelBubble = false; + event3D.continueBubble = false; + event3D.stopPropagation = function() { + event3D.cancelBubble = true; + }; -/** - * Notify the listener of the type of event that occurred. - * - * @param target - the target of the event - * @param type - the type of event that occurred - * @param event3D - the 3D mouse even information - * @returns if an event was canceled - */ -ROS3D.MouseHandler.prototype.notify = function(target, type, event3D) { - // ensure the type is set - event3D.type = type; + // it hit the selectable object but don't highlight + event3D.continuePropagation = function () { + event3D.continueBubble = true; + }; - // make the event cancelable - event3D.cancelBubble = false; - event3D.stopPropagation = function() { - event3D.cancelBubble = true; - }; - // walk up graph until event is canceled or root node has been reached - event3D.currentTarget = target; - while (event3D.currentTarget) { - // try to fire event on object - if (event3D.currentTarget.dispatchEvent - && event3D.currentTarget.dispatchEvent instanceof Function) { - event3D.currentTarget.dispatchEvent(event3D); - if (event3D.cancelBubble) { - this.dispatchEvent(event3D); - return true; + // walk up graph until event is canceled or root node has been reached + event3D.currentTarget = target; + + while (event3D.currentTarget) { + // try to fire event on object + if (event3D.currentTarget.dispatchEvent + && event3D.currentTarget.dispatchEvent instanceof Function) { + event3D.currentTarget.dispatchEvent(event3D); + if (event3D.cancelBubble) { + this.dispatchEvent(event3D); + return 0; // Event Accepted + } + else if(event3D.continueBubble) { + return 2; // Event Continued + } } + // walk up + event3D.currentTarget = event3D.currentTarget.parent; } - // walk up - event3D.currentTarget = event3D.currentTarget.parent; - } - return false; -}; -THREE.EventDispatcher.prototype.apply( ROS3D.MouseHandler.prototype ); + return 1; // Event Failed + }; +} /** * @author David Gossow - dgossow@willowgarage.com @@ -3391,497 +55173,766 @@ THREE.EventDispatcher.prototype.apply( ROS3D.MouseHandler.prototype ); * @author AlteredQualia - http://alteredqualia.com */ -/** - * Behaves like THREE.OrbitControls, but uses right-handed coordinates and z as up vector. - * - * @constructor - * @param scene - the global scene to use - * @param camera - the camera to use - * @param userZoomSpeed (optional) - the speed for zooming - * @param userRotateSpeed (optional) - the speed for rotating - * @param autoRotate (optional) - if the orbit should auto rotate - * @param autoRotate (optional) - the speed for auto rotating - */ -ROS3D.OrbitControls = function(options) { - THREE.EventDispatcher.call(this); - var that = this; - options = options || {}; - var scene = options.scene; - this.camera = options.camera; - this.center = new THREE.Vector3(); - this.userZoom = true; - this.userZoomSpeed = options.userZoomSpeed || 1.0; - this.userRotate = true; - this.userRotateSpeed = options.userRotateSpeed || 1.0; - this.autoRotate = options.autoRotate; - this.autoRotateSpeed = options.autoRotateSpeed || 2.0; - - // In ROS, z is pointing upwards - this.camera.up = new THREE.Vector3(0, 0, 1); - - // internals - var pixelsPerRound = 1800; - var touchMoveThreshold = 10; - var rotateStart = new THREE.Vector2(); - var rotateEnd = new THREE.Vector2(); - var rotateDelta = new THREE.Vector2(); - var zoomStart = new THREE.Vector2(); - var zoomEnd = new THREE.Vector2(); - var zoomDelta = new THREE.Vector2(); - var moveStartCenter = new THREE.Vector3(); - var moveStartNormal = new THREE.Vector3(); - var moveStartPosition = new THREE.Vector3(); - var moveStartIntersection = new THREE.Vector3(); - var touchStartPosition = new Array(2); - var touchMoveVector = new Array(2); - this.phiDelta = 0; - this.thetaDelta = 0; - this.scale = 1; - this.lastPosition = new THREE.Vector3(); - // internal states - var STATE = { - NONE : -1, - ROTATE : 0, - ZOOM : 1, - MOVE : 2 - }; - var state = STATE.NONE; - - // add the axes for the main coordinate frame - this.axes = new ROS3D.Axes({ - shaftRadius : 0.025, - headRadius : 0.07, - headLength : 0.2 - }); - // initially not visible - scene.add(this.axes); - this.axes.traverse(function(obj) { - obj.visible = false; - }); - - /** - * Handle the mousedown 3D event. - * - * @param event3D - the 3D event to handle - */ - function onMouseDown(event3D) { - var event = event3D.domEvent; - event.preventDefault(); - - switch (event.button) { - case 0: - state = STATE.ROTATE; - rotateStart.set(event.clientX, event.clientY); - break; - case 1: - state = STATE.MOVE; - - moveStartNormal = new THREE.Vector3(0, 0, 1); - var rMat = new THREE.Matrix4().extractRotation(this.camera.matrix); - moveStartNormal.applyMatrix4(rMat); - - moveStartCenter = that.center.clone(); - moveStartPosition = that.camera.position.clone(); - moveStartIntersection = intersectViewPlane(event3D.mouseRay, - moveStartCenter, - moveStartNormal); - break; - case 2: - state = STATE.ZOOM; - zoomStart.set(event.clientX, event.clientY); - break; - } - - this.showAxes(); - } +class OrbitControls extends THREE$1.EventDispatcher { /** - * Handle the mousemove 3D event. + * Behaves like THREE.OrbitControls, but uses right-handed coordinates and z as up vector. * - * @param event3D - the 3D event to handle + * @constructor + * @param scene - the global scene to use + * @param camera - the camera to use + * @param userZoomSpeed (optional) - the speed for zooming + * @param userRotateSpeed (optional) - the speed for rotating + * @param autoRotate (optional) - if the orbit should auto rotate + * @param autoRotateSpeed (optional) - the speed for auto rotating + * @param displayPanAndZoomFrame - whether to display a frame when panning/zooming + * (defaults to true) + * @param lineTypePanAndZoomFrame - line type for the frame that is displayed when + * panning/zooming. Only has effect when + * displayPanAndZoomFrame is set to true. */ - function onMouseMove(event3D) { - var event = event3D.domEvent; - if (state === STATE.ROTATE) { + constructor(options) { + super(); + var that = this; + options = options || {}; + var scene = options.scene; + this.camera = options.camera; + this.center = new THREE$1.Vector3(); + this.userZoom = true; + this.userZoomSpeed = options.userZoomSpeed || 1.0; + this.userRotate = true; + this.userRotateSpeed = options.userRotateSpeed || 1.0; + this.autoRotate = options.autoRotate; + this.autoRotateSpeed = options.autoRotateSpeed || 2.0; + this.displayPanAndZoomFrame = (options.displayPanAndZoomFrame === undefined) ? + true : + !!options.displayPanAndZoomFrame; + this.lineTypePanAndZoomFrame = options.dashedPanAndZoomFrame || 'full'; + // In ROS, z is pointing upwards + this.camera.up = new THREE$1.Vector3(0, 0, 1); + + // internals + var pixelsPerRound = 1800; + var touchMoveThreshold = 10; + var rotateStart = new THREE$1.Vector2(); + var rotateEnd = new THREE$1.Vector2(); + var rotateDelta = new THREE$1.Vector2(); + var zoomStart = new THREE$1.Vector2(); + var zoomEnd = new THREE$1.Vector2(); + var zoomDelta = new THREE$1.Vector2(); + var moveStartCenter = new THREE$1.Vector3(); + var moveStartNormal = new THREE$1.Vector3(); + var moveStartPosition = new THREE$1.Vector3(); + var moveStartIntersection = new THREE$1.Vector3(); + var touchStartPosition = new Array(2); + var touchMoveVector = new Array(2); + this.phiDelta = 0; + this.thetaDelta = 0; + this.scale = 1; + this.lastPosition = new THREE$1.Vector3(); + // internal states + var STATE = { + NONE : -1, + ROTATE : 0, + ZOOM : 1, + MOVE : 2 + }; + var state = STATE.NONE; + + this.axes = new Axes({ + shaftRadius : 0.025, + headRadius : 0.07, + headLength : 0.2, + lineType: this.lineTypePanAndZoomFrame + }); + if (this.displayPanAndZoomFrame) { + // initially not visible + scene.add(this.axes); + this.axes.traverse(function(obj) { + obj.visible = false; + }); + } + + /** + * Handle the mousedown 3D event. + * + * @param event3D - the 3D event to handle + */ + function onMouseDown(event3D) { + var event = event3D.domEvent; + event.preventDefault(); + + switch (event.button) { + case 0: + state = STATE.ROTATE; + rotateStart.set(event.clientX, event.clientY); + break; + case 1: + state = STATE.MOVE; - rotateEnd.set(event.clientX, event.clientY); - rotateDelta.subVectors(rotateEnd, rotateStart); + moveStartNormal = new THREE$1.Vector3(0, 0, 1); + var rMat = new THREE$1.Matrix4().extractRotation(this.camera.matrix); + moveStartNormal.applyMatrix4(rMat); - that.rotateLeft(2 * Math.PI * rotateDelta.x / pixelsPerRound * that.userRotateSpeed); - that.rotateUp(2 * Math.PI * rotateDelta.y / pixelsPerRound * that.userRotateSpeed); + moveStartCenter = that.center.clone(); + moveStartPosition = that.camera.position.clone(); + moveStartIntersection = intersectViewPlane(event3D.mouseRay, + moveStartCenter, + moveStartNormal); + break; + case 2: + state = STATE.ZOOM; + zoomStart.set(event.clientX, event.clientY); + break; + } - rotateStart.copy(rotateEnd); this.showAxes(); - } else if (state === STATE.ZOOM) { - zoomEnd.set(event.clientX, event.clientY); - zoomDelta.subVectors(zoomEnd, zoomStart); + } + + /** + * Handle the mousemove 3D event. + * + * @param event3D - the 3D event to handle + */ + function onMouseMove(event3D) { + var event = event3D.domEvent; + if (state === STATE.ROTATE) { + + rotateEnd.set(event.clientX, event.clientY); + rotateDelta.subVectors(rotateEnd, rotateStart); + + that.rotateLeft(2 * Math.PI * rotateDelta.x / pixelsPerRound * that.userRotateSpeed); + that.rotateUp(2 * Math.PI * rotateDelta.y / pixelsPerRound * that.userRotateSpeed); + + rotateStart.copy(rotateEnd); + this.showAxes(); + } else if (state === STATE.ZOOM) { + zoomEnd.set(event.clientX, event.clientY); + zoomDelta.subVectors(zoomEnd, zoomStart); + + if (zoomDelta.y > 0) { + that.zoomIn(); + } else { + that.zoomOut(); + } + + zoomStart.copy(zoomEnd); + this.showAxes(); + + } else if (state === STATE.MOVE) { + var intersection = intersectViewPlane(event3D.mouseRay, that.center, moveStartNormal); + + if (!intersection) { + return; + } + + var delta = new THREE$1.Vector3().subVectors(moveStartIntersection.clone(), intersection + .clone()); + + that.center.addVectors(moveStartCenter.clone(), delta.clone()); + that.camera.position.addVectors(moveStartPosition.clone(), delta.clone()); + that.update(); + that.camera.updateMatrixWorld(); + this.showAxes(); + } + } + + /** + * Used to track the movement during camera movement. + * + * @param mouseRay - the mouse ray to intersect with + * @param planeOrigin - the origin of the plane + * @param planeNormal - the normal of the plane + * @returns the intersection + */ + function intersectViewPlane(mouseRay, planeOrigin, planeNormal) { + + var vector = new THREE$1.Vector3(); + var intersection = new THREE$1.Vector3(); + + vector.subVectors(planeOrigin, mouseRay.origin); + var dot = mouseRay.direction.dot(planeNormal); + + // bail if ray and plane are parallel + if (Math.abs(dot) < mouseRay.precision) { + return null; + } + + // calc distance to plane + var scalar = planeNormal.dot(vector) / dot; + + intersection = mouseRay.direction.clone().multiplyScalar(scalar); + return intersection; + } + + /** + * Handle the mouseup 3D event. + * + * @param event3D - the 3D event to handle + */ + function onMouseUp(event3D) { + if (!that.userRotate) { + return; + } + + state = STATE.NONE; + } + + /** + * Handle the mousewheel 3D event. + * + * @param event3D - the 3D event to handle + */ + function onMouseWheel(event3D) { + if (!that.userZoom) { + return; + } - if (zoomDelta.y > 0) { + var event = event3D.domEvent; + // wheelDelta --> Chrome, detail --> Firefox + var delta; + if (typeof (event.wheelDelta) !== 'undefined') { + delta = event.wheelDelta; + } else { + delta = -event.detail; + } + if (delta > 0) { that.zoomIn(); } else { that.zoomOut(); } - zoomStart.copy(zoomEnd); this.showAxes(); + } - } else if (state === STATE.MOVE) { - var intersection = intersectViewPlane(event3D.mouseRay, that.center, moveStartNormal); - - if (!intersection) { - return; + /** + * Handle the touchdown 3D event. + * + * @param event3D - the 3D event to handle + */ + function onTouchDown(event3D) { + var event = event3D.domEvent; + switch (event.touches.length) { + case 1: + state = STATE.ROTATE; + rotateStart.set(event.touches[0].pageX - window.scrollX, + event.touches[0].pageY - window.scrollY); + break; + case 2: + state = STATE.NONE; + /* ready for move */ + moveStartNormal = new THREE$1.Vector3(0, 0, 1); + var rMat = new THREE$1.Matrix4().extractRotation(this.camera.matrix); + moveStartNormal.applyMatrix4(rMat); + moveStartCenter = that.center.clone(); + moveStartPosition = that.camera.position.clone(); + moveStartIntersection = intersectViewPlane(event3D.mouseRay, + moveStartCenter, + moveStartNormal); + touchStartPosition[0] = new THREE$1.Vector2(event.touches[0].pageX, + event.touches[0].pageY); + touchStartPosition[1] = new THREE$1.Vector2(event.touches[1].pageX, + event.touches[1].pageY); + touchMoveVector[0] = new THREE$1.Vector2(0, 0); + touchMoveVector[1] = new THREE$1.Vector2(0, 0); + break; } - var delta = new THREE.Vector3().subVectors(moveStartIntersection.clone(), intersection - .clone()); - - that.center.addVectors(moveStartCenter.clone(), delta.clone()); - that.camera.position.addVectors(moveStartPosition.clone(), delta.clone()); - that.update(); - that.camera.updateMatrixWorld(); this.showAxes(); + + event.preventDefault(); } - } - /** - * Used to track the movement during camera movement. - * - * @param mouseRay - the mouse ray to intersect with - * @param planeOrigin - the origin of the plane - * @param planeNormal - the normal of the plane - * @returns the intersection - */ - function intersectViewPlane(mouseRay, planeOrigin, planeNormal) { + /** + * Handle the touchmove 3D event. + * + * @param event3D - the 3D event to handle + */ + function onTouchMove(event3D) { + var event = event3D.domEvent; + if (state === STATE.ROTATE) { - var vector = new THREE.Vector3(); - var intersection = new THREE.Vector3(); + rotateEnd.set(event.touches[0].pageX - window.scrollX, event.touches[0].pageY - window.scrollY); + rotateDelta.subVectors(rotateEnd, rotateStart); - vector.subVectors(planeOrigin, mouseRay.origin); - var dot = mouseRay.direction.dot(planeNormal); + that.rotateLeft(2 * Math.PI * rotateDelta.x / pixelsPerRound * that.userRotateSpeed); + that.rotateUp(2 * Math.PI * rotateDelta.y / pixelsPerRound * that.userRotateSpeed); - // bail if ray and plane are parallel - if (Math.abs(dot) < mouseRay.precision) { - return null; + rotateStart.copy(rotateEnd); + this.showAxes(); + } else { + touchMoveVector[0].set(touchStartPosition[0].x - event.touches[0].pageX, + touchStartPosition[0].y - event.touches[0].pageY); + touchMoveVector[1].set(touchStartPosition[1].x - event.touches[1].pageX, + touchStartPosition[1].y - event.touches[1].pageY); + if (touchMoveVector[0].lengthSq() > touchMoveThreshold && + touchMoveVector[1].lengthSq() > touchMoveThreshold) { + touchStartPosition[0].set(event.touches[0].pageX, + event.touches[0].pageY); + touchStartPosition[1].set(event.touches[1].pageX, + event.touches[1].pageY); + if (touchMoveVector[0].dot(touchMoveVector[1]) > 0 && + state !== STATE.ZOOM) { + state = STATE.MOVE; + } else if (touchMoveVector[0].dot(touchMoveVector[1]) < 0 && + state !== STATE.MOVE) { + state = STATE.ZOOM; + } + if (state === STATE.ZOOM) { + var tmpVector = new THREE$1.Vector2(); + tmpVector.subVectors(touchStartPosition[0], + touchStartPosition[1]); + if (touchMoveVector[0].dot(tmpVector) < 0 && + touchMoveVector[1].dot(tmpVector) > 0) { + that.zoomOut(); + } else if (touchMoveVector[0].dot(tmpVector) > 0 && + touchMoveVector[1].dot(tmpVector) < 0) { + that.zoomIn(); + } + } + } + if (state === STATE.MOVE) { + var intersection = intersectViewPlane(event3D.mouseRay, + that.center, + moveStartNormal); + if (!intersection) { + return; + } + var delta = new THREE$1.Vector3().subVectors(moveStartIntersection.clone(), + intersection.clone()); + that.center.addVectors(moveStartCenter.clone(), delta.clone()); + that.camera.position.addVectors(moveStartPosition.clone(), delta.clone()); + that.update(); + that.camera.updateMatrixWorld(); + } + + this.showAxes(); + + event.preventDefault(); + } } - // calc distance to plane - var scalar = planeNormal.dot(vector) / dot; + function onTouchEnd(event3D) { + var event = event3D.domEvent; + if (event.touches.length === 1 && + state !== STATE.ROTATE) { + state = STATE.ROTATE; + rotateStart.set(event.touches[0].pageX - window.scrollX, + event.touches[0].pageY - window.scrollY); + } + else { + state = STATE.NONE; + } + } - intersection = mouseRay.direction.clone().multiplyScalar(scalar); - return intersection; - } + // add event listeners + this.addEventListener('mousedown', onMouseDown); + this.addEventListener('mouseup', onMouseUp); + this.addEventListener('mousemove', onMouseMove); + this.addEventListener('touchstart', onTouchDown); + this.addEventListener('touchmove', onTouchMove); + this.addEventListener('touchend', onTouchEnd); + // Chrome/Firefox have different events here + this.addEventListener('mousewheel', onMouseWheel); + this.addEventListener('DOMMouseScroll', onMouseWheel); + }; /** - * Handle the mouseup 3D event. - * - * @param event3D - the 3D event to handle + * Display the main axes for 1 second. */ - function onMouseUp(event3D) { - if (!that.userRotate) { - return; - } + showAxes() { + var that = this; - state = STATE.NONE; - } + this.axes.traverse(function(obj) { + obj.visible = true; + }); + if (this.hideTimeout) { + clearTimeout(this.hideTimeout); + } + this.hideTimeout = setTimeout(function() { + that.axes.traverse(function(obj) { + obj.visible = false; + }); + that.hideTimeout = false; + }, 1000); + }; /** - * Handle the mousewheel 3D event. + * Rotate the camera to the left by the given angle. * - * @param event3D - the 3D event to handle + * @param angle (optional) - the angle to rotate by */ - function onMouseWheel(event3D) { - if (!that.userZoom) { - return; + rotateLeft(angle) { + if (angle === undefined) { + angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; } + this.thetaDelta -= angle; + }; - var event = event3D.domEvent; - // wheelDelta --> Chrome, detail --> Firefox - var delta; - if (typeof (event.wheelDelta) !== 'undefined') { - delta = event.wheelDelta; - } else { - delta = -event.detail; - } - if (delta > 0) { - that.zoomIn(); - } else { - that.zoomOut(); + /** + * Rotate the camera to the right by the given angle. + * + * @param angle (optional) - the angle to rotate by + */ + rotateRight(angle) { + if (angle === undefined) { + angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; } - - this.showAxes(); - } + this.thetaDelta += angle; + }; /** - * Handle the touchdown 3D event. + * Rotate the camera up by the given angle. * - * @param event3D - the 3D event to handle + * @param angle (optional) - the angle to rotate by */ - function onTouchDown(event3D) { - var event = event3D.domEvent; - switch (event.touches.length) { - case 1: - state = STATE.ROTATE; - rotateStart.set(event.touches[0].pageX - window.scrollX, - event.touches[0].pageY - window.scrollY); - break; - case 2: - state = STATE.NONE; - /* ready for move */ - moveStartNormal = new THREE.Vector3(0, 0, 1); - var rMat = new THREE.Matrix4().extractRotation(this.camera.matrix); - moveStartNormal.applyMatrix4(rMat); - moveStartCenter = that.center.clone(); - moveStartPosition = that.camera.position.clone(); - moveStartIntersection = intersectViewPlane(event3D.mouseRay, - moveStartCenter, - moveStartNormal); - touchStartPosition[0] = new THREE.Vector2(event.touches[0].pageX, - event.touches[0].pageY); - touchStartPosition[1] = new THREE.Vector2(event.touches[1].pageX, - event.touches[1].pageY); - touchMoveVector[0] = new THREE.Vector2(0, 0); - touchMoveVector[1] = new THREE.Vector2(0, 0); - break; + rotateUp(angle) { + if (angle === undefined) { + angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; } + this.phiDelta -= angle; + }; - this.showAxes(); - - event.preventDefault(); - } + /** + * Rotate the camera down by the given angle. + * + * @param angle (optional) - the angle to rotate by + */ + rotateDown(angle) { + if (angle === undefined) { + angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; + } + this.phiDelta += angle; + }; /** - * Handle the touchmove 3D event. + * Zoom in by the given scale. * - * @param event3D - the 3D event to handle + * @param zoomScale (optional) - the scale to zoom in by */ - function onTouchMove(event3D) { - var event = event3D.domEvent; - if (state === STATE.ROTATE) { + zoomIn(zoomScale) { + if (zoomScale === undefined) { + zoomScale = Math.pow(0.95, this.userZoomSpeed); + } + this.scale /= zoomScale; + }; - rotateEnd.set(event.touches[0].pageX - window.scrollX, event.touches[0].pageY - window.scrollY); - rotateDelta.subVectors(rotateEnd, rotateStart); + /** + * Zoom out by the given scale. + * + * @param zoomScale (optional) - the scale to zoom in by + */ + zoomOut(zoomScale) { + if (zoomScale === undefined) { + zoomScale = Math.pow(0.95, this.userZoomSpeed); + } + this.scale *= zoomScale; + }; - that.rotateLeft(2 * Math.PI * rotateDelta.x / pixelsPerRound * that.userRotateSpeed); - that.rotateUp(2 * Math.PI * rotateDelta.y / pixelsPerRound * that.userRotateSpeed); + /** + * Update the camera to the current settings. + */ + update() { + // x->y, y->z, z->x + var position = this.camera.position; + var offset = position.clone().sub(this.center); - rotateStart.copy(rotateEnd); - this.showAxes(); - } else { - touchMoveVector[0].set(touchStartPosition[0].x - event.touches[0].pageX, - touchStartPosition[0].y - event.touches[0].pageY); - touchMoveVector[1].set(touchStartPosition[1].x - event.touches[1].pageX, - touchStartPosition[1].y - event.touches[1].pageY); - if (touchMoveVector[0].lengthSq() > touchMoveThreshold && - touchMoveVector[1].lengthSq() > touchMoveThreshold) { - touchStartPosition[0].set(event.touches[0].pageX, - event.touches[0].pageY); - touchStartPosition[1].set(event.touches[1].pageX, - event.touches[1].pageY); - if (touchMoveVector[0].dot(touchMoveVector[1]) > 0 && - state !== STATE.ZOOM) { - state = STATE.MOVE; - } else if (touchMoveVector[0].dot(touchMoveVector[1]) < 0 && - state !== STATE.MOVE) { - state = STATE.ZOOM; - } - if (state === STATE.ZOOM) { - var tmpVector = new THREE.Vector2(); - tmpVector.subVectors(touchStartPosition[0], - touchStartPosition[1]); - if (touchMoveVector[0].dot(tmpVector) < 0 && - touchMoveVector[1].dot(tmpVector) > 0) { - that.zoomOut(); - } else if (touchMoveVector[0].dot(tmpVector) > 0 && - touchMoveVector[1].dot(tmpVector) < 0) { - that.zoomIn(); - } - } - } - if (state === STATE.MOVE) { - var intersection = intersectViewPlane(event3D.mouseRay, - that.center, - moveStartNormal); - if (!intersection) { - return; - } - var delta = new THREE.Vector3().subVectors(moveStartIntersection.clone(), - intersection.clone()); - that.center.addVectors(moveStartCenter.clone(), delta.clone()); - that.camera.position.addVectors(moveStartPosition.clone(), delta.clone()); - that.update(); - that.camera.updateMatrixWorld(); - } + // angle from z-axis around y-axis + var theta = Math.atan2(offset.y, offset.x); - this.showAxes(); + // angle from y-axis + var phi = Math.atan2(Math.sqrt(offset.y * offset.y + offset.x * offset.x), offset.z); - event.preventDefault(); + if (this.autoRotate) { + this.rotateLeft(2 * Math.PI / 60 / 60 * this.autoRotateSpeed); } - } - function onTouchEnd(event3D) { - var event = event3D.domEvent; - if (event.touches.length === 1 && - state !== STATE.ROTATE) { - state = STATE.ROTATE; - rotateStart.set(event.touches[0].pageX - window.scrollX, - event.touches[0].pageY - window.scrollY); - } - } + theta += this.thetaDelta; + phi += this.phiDelta; - // add event listeners - this.addEventListener('mousedown', onMouseDown); - this.addEventListener('mouseup', onMouseUp); - this.addEventListener('mousemove', onMouseMove); - this.addEventListener('touchstart', onTouchDown); - this.addEventListener('touchmove', onTouchMove); - this.addEventListener('touchend', onTouchEnd); - // Chrome/Firefox have different events here - this.addEventListener('mousewheel', onMouseWheel); - this.addEventListener('DOMMouseScroll', onMouseWheel); -}; + // restrict phi to be between EPS and PI-EPS + var eps = 0.000001; + phi = Math.max(eps, Math.min(Math.PI - eps, phi)); -/** - * Display the main axes for 1 second. - */ -ROS3D.OrbitControls.prototype.showAxes = function() { - var that = this; + var radius = offset.length(); + offset.set( + radius * Math.sin(phi) * Math.cos(theta), + radius * Math.sin(phi) * Math.sin(theta), + radius * Math.cos(phi) + ); + offset.multiplyScalar(this.scale); - this.axes.traverse(function(obj) { - obj.visible = true; - }); - if (this.hideTimeout) { - clearTimeout(this.hideTimeout); - } - this.hideTimeout = setTimeout(function() { - that.axes.traverse(function(obj) { - obj.visible = false; - }); - that.hideTimeout = false; - }, 1000); -}; + position.copy(this.center).add(offset); -/** - * Rotate the camera to the left by the given angle. - * - * @param angle (optional) - the angle to rotate by - */ -ROS3D.OrbitControls.prototype.rotateLeft = function(angle) { - if (angle === undefined) { - angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; - } - this.thetaDelta -= angle; -}; + this.camera.lookAt(this.center); -/** - * Rotate the camera to the right by the given angle. - * - * @param angle (optional) - the angle to rotate by - */ -ROS3D.OrbitControls.prototype.rotateRight = function(angle) { - if (angle === undefined) { - angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; - } - this.thetaDelta += angle; -}; + radius = offset.length(); + this.axes.position.copy(this.center); + this.axes.scale.set(radius * 0.05, radius * 0.05, radius * 0.05); + this.axes.updateMatrixWorld(true); -/** - * Rotate the camera up by the given angle. - * - * @param angle (optional) - the angle to rotate by - */ -ROS3D.OrbitControls.prototype.rotateUp = function(angle) { - if (angle === undefined) { - angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; - } - this.phiDelta -= angle; -}; + this.thetaDelta = 0; + this.phiDelta = 0; + this.scale = 1; -/** - * Rotate the camera down by the given angle. - * - * @param angle (optional) - the angle to rotate by - */ -ROS3D.OrbitControls.prototype.rotateDown = function(angle) { - if (angle === undefined) { - angle = 2 * Math.PI / 60 / 60 * this.autoRotateSpeed; - } - this.phiDelta += angle; -}; + if (this.lastPosition.distanceTo(this.camera.position) > 0) { + this.dispatchEvent({ + type : 'change' + }); + this.lastPosition.copy(this.camera.position); + } + }; +} /** - * Zoom in by the given scale. - * - * @param zoomScale (optional) - the scale to zoom in by + * @author David Gossow - dgossow@willowgarage.com + * @author Russell Toris - rctoris@wpi.edu + * @author Jihoon Lee - jihoonlee.in@gmail.com */ -ROS3D.OrbitControls.prototype.zoomIn = function(zoomScale) { - if (zoomScale === undefined) { - zoomScale = Math.pow(0.95, this.userZoomSpeed); - } - this.scale /= zoomScale; -}; -/** - * Zoom out by the given scale. - * - * @param zoomScale (optional) - the scale to zoom in by - */ -ROS3D.OrbitControls.prototype.zoomOut = function(zoomScale) { - if (zoomScale === undefined) { - zoomScale = Math.pow(0.95, this.userZoomSpeed); - } - this.scale *= zoomScale; -}; +class Viewer { -/** - * Update the camera to the current settings. - */ -ROS3D.OrbitControls.prototype.update = function() { - // x->y, y->z, z->x - var position = this.camera.position; - var offset = position.clone().sub(this.center); + /** + * A Viewer can be used to render an interactive 3D scene to a HTML5 canvas. + * + * @constructor + * @param options - object with following keys: + * + * * divID - the ID of the div to place the viewer in + * * width - the initial width, in pixels, of the canvas + * * height - the initial height, in pixels, of the canvas + * * background (optional) - the color to render the background, like '#efefef' + * * alpha (optional) - the alpha of the background + * * antialias (optional) - if antialiasing should be used + * * intensity (optional) - the lighting intensity setting to use + * * cameraPosition (optional) - the starting position of the camera + * * displayPanAndZoomFrame (optional) - whether to display a frame when + * * panning/zooming. Defaults to true. + * * lineTypePanAndZoomFrame - line type for the frame that is displayed when + * * panning/zooming. Only has effect when + * * displayPanAndZoomFrame is set to true. + */ + constructor(options) { + options = options || {}; + var divID = options.divID; + var width = options.width; + var height = options.height; + var background = options.background || '#111111'; + var antialias = options.antialias; + var intensity = options.intensity || 0.66; + var near = options.near || 0.01; + var far = options.far || 1000; + var alpha = options.alpha || 1.0; + var cameraPosition = options.cameraPose || { + x : 3, + y : 3, + z : 3 + }; + var cameraZoomSpeed = options.cameraZoomSpeed || 0.5; + var displayPanAndZoomFrame = (options.displayPanAndZoomFrame === undefined) ? true : !!options.displayPanAndZoomFrame; + var lineTypePanAndZoomFrame = options.lineTypePanAndZoomFrame || 'full'; + + // create the canvas to render to + this.renderer = new THREE$1.WebGLRenderer({ + antialias : antialias, + alpha: true + }); + this.renderer.setClearColor(parseInt(background.replace('#', '0x'), 16), alpha); + this.renderer.sortObjects = false; + this.renderer.setSize(width, height); + this.renderer.shadowMap.enabled = false; + this.renderer.autoClear = false; + + // create the global scene + this.scene = new THREE$1.Scene(); + + // create the global camera + this.camera = new THREE$1.PerspectiveCamera(40, width / height, near, far); + this.camera.position.x = cameraPosition.x; + this.camera.position.y = cameraPosition.y; + this.camera.position.z = cameraPosition.z; + // add controls to the camera + this.cameraControls = new OrbitControls({ + scene : this.scene, + camera : this.camera, + displayPanAndZoomFrame : displayPanAndZoomFrame, + lineTypePanAndZoomFrame: lineTypePanAndZoomFrame + }); + this.cameraControls.userZoomSpeed = cameraZoomSpeed; + + // lights + this.scene.add(new THREE$1.AmbientLight(0x555555)); + this.directionalLight = new THREE$1.DirectionalLight(0xffffff, intensity); + this.scene.add(this.directionalLight); + + // propagates mouse events to three.js objects + this.selectableObjects = new THREE$1.Object3D(); + this.scene.add(this.selectableObjects); + var mouseHandler = new MouseHandler({ + renderer : this.renderer, + camera : this.camera, + rootObject : this.selectableObjects, + fallbackTarget : this.cameraControls + }); + + // highlights the receiver of mouse events + this.highlighter = new Highlighter({ + mouseHandler : mouseHandler + }); - // angle from z-axis around y-axis - var theta = Math.atan2(offset.y, offset.x); + this.stopped = true; + this.animationRequestId = undefined; - // angle from y-axis - var phi = Math.atan2(Math.sqrt(offset.y * offset.y + offset.x * offset.x), offset.z); + // add the renderer to the page + document.getElementById(divID).appendChild(this.renderer.domElement); - if (this.autoRotate) { - this.rotateLeft(2 * Math.PI / 60 / 60 * this.autoRotateSpeed); - } + // begin the render loop + this.start(); + }; - theta += this.thetaDelta; - phi += this.phiDelta; + /** + * Start the render loop + */ + start(){ + this.stopped = false; + this.draw(); + }; - // restrict phi to be between EPS and PI-EPS - var eps = 0.000001; - phi = Math.max(eps, Math.min(Math.PI - eps, phi)); + /** + * Renders the associated scene to the viewer. + */ + draw(){ + if(this.stopped){ + // Do nothing if stopped + return; + } - var radius = offset.length(); - offset.y = radius * Math.sin(phi) * Math.sin(theta); - offset.z = radius * Math.cos(phi); - offset.x = radius * Math.sin(phi) * Math.cos(theta); - offset.multiplyScalar(this.scale); + // update the controls + this.cameraControls.update(); - position.copy(this.center).add(offset); + // put light to the top-left of the camera + // BUG: position is a read-only property of DirectionalLight, + // attempting to assign to it either does nothing or throws an error. + //this.directionalLight.position = this.camera.localToWorld(new THREE.Vector3(-1, 1, 0)); + this.directionalLight.position.normalize(); - this.camera.lookAt(this.center); + // set the scene + this.renderer.clear(true, true, true); + this.renderer.render(this.scene, this.camera); + this.highlighter.renderHighlights(this.scene, this.renderer, this.camera); - radius = offset.length(); - this.axes.position = this.center.clone(); - this.axes.scale.x = this.axes.scale.y = this.axes.scale.z = radius * 0.05; - this.axes.updateMatrixWorld(true); + // draw the frame + this.animationRequestId = requestAnimationFrame(this.draw.bind(this)); + }; - this.thetaDelta = 0; - this.phiDelta = 0; - this.scale = 1; + /** + * Stop the render loop + */ + stop(){ + if(!this.stopped){ + // Stop animation render loop + cancelAnimationFrame(this.animationRequestId); + } + this.stopped = true; + }; - if (this.lastPosition.distanceTo(this.camera.position) > 0) { - this.dispatchEvent({ - type : 'change' - }); - this.lastPosition.copy(this.camera.position); - } -}; + /** + * Add the given THREE Object3D to the global scene in the viewer. + * + * @param object - the THREE Object3D to add + * @param selectable (optional) - if the object should be added to the selectable list + */ + addObject(object, selectable) { + if (selectable) { + this.selectableObjects.add(object); + } else { + this.scene.add(object); + } + }; -THREE.EventDispatcher.prototype.apply( ROS3D.OrbitControls.prototype ); + /** + * Resize 3D viewer + * + * @param width - new width value + * @param height - new height value + */ + resize(width, height) { + this.camera.aspect = width / height; + this.camera.updateProjectionMatrix(); + this.renderer.setSize(width, height); + }; +} + +exports.MARKER_ARROW = MARKER_ARROW; +exports.MARKER_CUBE = MARKER_CUBE; +exports.MARKER_SPHERE = MARKER_SPHERE; +exports.MARKER_CYLINDER = MARKER_CYLINDER; +exports.MARKER_LINE_STRIP = MARKER_LINE_STRIP; +exports.MARKER_LINE_LIST = MARKER_LINE_LIST; +exports.MARKER_CUBE_LIST = MARKER_CUBE_LIST; +exports.MARKER_SPHERE_LIST = MARKER_SPHERE_LIST; +exports.MARKER_POINTS = MARKER_POINTS; +exports.MARKER_TEXT_VIEW_FACING = MARKER_TEXT_VIEW_FACING; +exports.MARKER_MESH_RESOURCE = MARKER_MESH_RESOURCE; +exports.MARKER_TRIANGLE_LIST = MARKER_TRIANGLE_LIST; +exports.INTERACTIVE_MARKER_KEEP_ALIVE = INTERACTIVE_MARKER_KEEP_ALIVE; +exports.INTERACTIVE_MARKER_POSE_UPDATE = INTERACTIVE_MARKER_POSE_UPDATE; +exports.INTERACTIVE_MARKER_MENU_SELECT = INTERACTIVE_MARKER_MENU_SELECT; +exports.INTERACTIVE_MARKER_BUTTON_CLICK = INTERACTIVE_MARKER_BUTTON_CLICK; +exports.INTERACTIVE_MARKER_MOUSE_DOWN = INTERACTIVE_MARKER_MOUSE_DOWN; +exports.INTERACTIVE_MARKER_MOUSE_UP = INTERACTIVE_MARKER_MOUSE_UP; +exports.INTERACTIVE_MARKER_NONE = INTERACTIVE_MARKER_NONE; +exports.INTERACTIVE_MARKER_MENU = INTERACTIVE_MARKER_MENU; +exports.INTERACTIVE_MARKER_BUTTON = INTERACTIVE_MARKER_BUTTON; +exports.INTERACTIVE_MARKER_MOVE_AXIS = INTERACTIVE_MARKER_MOVE_AXIS; +exports.INTERACTIVE_MARKER_MOVE_PLANE = INTERACTIVE_MARKER_MOVE_PLANE; +exports.INTERACTIVE_MARKER_ROTATE_AXIS = INTERACTIVE_MARKER_ROTATE_AXIS; +exports.INTERACTIVE_MARKER_MOVE_ROTATE = INTERACTIVE_MARKER_MOVE_ROTATE; +exports.INTERACTIVE_MARKER_MOVE_3D = INTERACTIVE_MARKER_MOVE_3D; +exports.INTERACTIVE_MARKER_ROTATE_3D = INTERACTIVE_MARKER_ROTATE_3D; +exports.INTERACTIVE_MARKER_MOVE_ROTATE_3D = INTERACTIVE_MARKER_MOVE_ROTATE_3D; +exports.INTERACTIVE_MARKER_INHERIT = INTERACTIVE_MARKER_INHERIT; +exports.INTERACTIVE_MARKER_FIXED = INTERACTIVE_MARKER_FIXED; +exports.INTERACTIVE_MARKER_VIEW_FACING = INTERACTIVE_MARKER_VIEW_FACING; +exports.makeColorMaterial = makeColorMaterial; +exports.intersectPlane = intersectPlane; +exports.findClosestPoint = findClosestPoint; +exports.closestAxisPoint = closestAxisPoint; +exports.DepthCloud = DepthCloud; +exports.InteractiveMarker = InteractiveMarker; +exports.InteractiveMarkerClient = InteractiveMarkerClient; +exports.InteractiveMarkerControl = InteractiveMarkerControl; +exports.InteractiveMarkerHandle = InteractiveMarkerHandle; +exports.InteractiveMarkerMenu = InteractiveMarkerMenu; +exports.Marker = Marker; +exports.MarkerArrayClient = MarkerArrayClient; +exports.MarkerClient = MarkerClient; +exports.Arrow = Arrow; +exports.Arrow2 = Arrow2; +exports.Axes = Axes; +exports.Grid = Grid; +exports.MeshResource = MeshResource; +exports.TriangleList = TriangleList; +exports.OccupancyGrid = OccupancyGrid; +exports.OccupancyGridClient = OccupancyGridClient; +exports.Odometry = Odometry; +exports.Path = Path$1; +exports.Point = Point; +exports.Polygon = Polygon; +exports.Pose = Pose; +exports.PoseArray = PoseArray; +exports.PoseWithCovariance = PoseWithCovariance; +exports.LaserScan = LaserScan; +exports.Points = Points$1; +exports.PointCloud2 = PointCloud2; +exports.Urdf = Urdf; +exports.UrdfClient = UrdfClient; +exports.Highlighter = Highlighter; +exports.MouseHandler = MouseHandler; +exports.OrbitControls = OrbitControls; +exports.SceneNode = SceneNode; +exports.Viewer = Viewer; + +return exports; + +}({},ROSLIB)); diff --git a/clover/www/js/three.min.js b/clover/www/js/three.min.js index 369530108..3ea1321b1 100644 --- a/clover/www/js/three.min.js +++ b/clover/www/js/three.min.js @@ -1,321 +1,331 @@ // threejs.org/license -(function(m,ja){"object"===typeof exports&&"undefined"!==typeof module?ja(exports):"function"===typeof define&&define.amd?define(["exports"],ja):ja(m.THREE=m.THREE||{})})(this,function(m){function ja(){}function C(a,b){this.x=a||0;this.y=b||0}function K(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];0=d||0 0 ) {\n\t\tfloat fogFactor = 0.0;\n\t\tif ( fogType == 1 ) {\n\t\t\tfogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t\t} else {\n\t\t\tconst float LOG2 = 1.442695;\n\t\t\tfogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );\n\t\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\t\t}\n\t\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\t}\n}"].join("\n")); 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0===c&&1027===l&&(c=1020);ea.call(this,null,d,e,f,g,h,l,c,k);this.image={width:a,height:b};this.magFilter=void 0!==g?g:1003;this.minFilter=void 0!== -h?h:1003;this.generateMipmaps=this.flipY=!1}function Sb(a){D.call(this);this.type="WireframeGeometry";var b=[],c,d,e,f=[0,0],g={},h=["a","b","c"];if(a&&a.isGeometry){var k=a.faces;var l=0;for(d=k.length;lc;c++){var n=q[h[c]];var t=q[h[(c+1)%3]];f[0]=Math.min(n,t);f[1]=Math.max(n,t);n=f[0]+","+f[1];void 0===g[n]&&(g[n]={index1:f[0],index2:f[1]})}}for(n in g)l=g[n],h=a.vertices[l.index1],b.push(h.x,h.y,h.z),h=a.vertices[l.index2],b.push(h.x,h.y,h.z)}else if(a&&a.isBufferGeometry){var h= -new p;if(null!==a.index){k=a.attributes.position;q=a.index;var r=a.groups;0===r.length&&(r=[{start:0,count:q.count,materialIndex:0}]);a=0;for(e=r.length;ac;c++)n=q.getX(l+c),t=q.getX(l+(c+1)%3),f[0]=Math.min(n,t),f[1]=Math.max(n,t),n=f[0]+","+f[1],void 0===g[n]&&(g[n]={index1:f[0],index2:f[1]});for(n in 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w=r/b,k=a(w,v,k);e.push(k.x,k.y,k.z);0<=w-1E-5?(l=a(w-1E-5,v,l),q.subVectors(k,l)):(l=a(w+1E-5,v,l),q.subVectors(l,k));0<=v-1E-5?(l=a(w,v-1E-5,l),n.subVectors(k,l)):(l=a(w,v+1E-5,l),n.subVectors(l,k));h.crossVectors(q,n).normalize();f.push(h.x,h.y,h.z);g.push(w,v)}}for(t=0;td&&1===a.x&&(k[b]=a.x-1);0===c.x&&0===c.z&&(k[b]=d/2/Math.PI+.5)}D.call(this);this.type="PolyhedronBufferGeometry"; -this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;var h=[],k=[];(function(a){for(var c=new p,d=new p,g=new p,h=0;he&&(.2>b&&(k[a+0]+=1),.2>c&&(k[a+2]+=1),.2>d&&(k[a+4]+=1))})();this.addAttribute("position",new y(h,3));this.addAttribute("normal",new y(h.slice(),3));this.addAttribute("uv",new y(k,2));0===d?this.computeVertexNormals(): -this.normalizeNormals()}function Jc(a,b){N.call(this);this.type="TetrahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Ub(a,b));this.mergeVertices()}function Ub(a,b){qa.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],a,b);this.type="TetrahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Kc(a,b){N.call(this);this.type="OctahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new nb(a,b));this.mergeVertices()} -function nb(a,b){qa.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],a,b);this.type="OctahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Lc(a,b){N.call(this);this.type="IcosahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Vb(a,b));this.mergeVertices()}function Vb(a,b){var c=(1+Math.sqrt(5))/2;qa.call(this,[-1,c,0,1,c,0,-1,-c,0,1,-c,0,0,-1,c,0,1,c,0,-1,-c,0,1,-c,c,0,-1,c,0,1,-c,0,-1,-c,0,1],[0,11, 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Nc(a,b,c,d,e,f){N.call(this);this.type="TubeGeometry";this.parameters={path:a, -tubularSegments:b,radius:c,radialSegments:d,closed:e};void 0!==f&&console.warn("THREE.TubeGeometry: taper has been removed.");a=new Xb(a,b,c,d,e);this.tangents=a.tangents;this.normals=a.normals;this.binormals=a.binormals;this.fromBufferGeometry(a);this.mergeVertices()}function Xb(a,b,c,d,e){function f(e){q=a.getPointAt(e/b,q);var f=g.normals[e];e=g.binormals[e];for(t=0;t<=d;t++){var l=t/d*Math.PI*2,n=Math.sin(l),l=-Math.cos(l);k.x=l*f.x+n*e.x;k.y=l*f.y+n*e.y;k.z=l*f.z+n*e.z;k.normalize();u.push(k.x, -k.y,k.z);h.x=q.x+c*k.x;h.y=q.y+c*k.y;h.z=q.z+c*k.z;m.push(h.x,h.y,h.z)}}D.call(this);this.type="TubeBufferGeometry";this.parameters={path:a,tubularSegments:b,radius:c,radialSegments:d,closed:e};b=b||64;c=c||1;d=d||8;e=e||!1;var g=a.computeFrenetFrames(b,e);this.tangents=g.tangents;this.normals=g.normals;this.binormals=g.binormals;var h=new p,k=new p,l=new C,q=new p,n,t,m=[],u=[],v=[],w=[];for(n=0;nq;q++){var 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Ib(c,c,{format:1022,magFilter:1006,minFilter:1006});this.renderTarget.texture.name="CubeCamera";this.update=function(a,b){null===this.parent&&this.updateMatrixWorld();var c=this.renderTarget,l=c.texture.generateMipmaps;c.texture.generateMipmaps= -!1;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace=2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.texture.generateMipmaps=l;c.activeCubeFace=5;a.render(b,k,c);a.setRenderTarget(null)};this.clear=function(a,b,c,d){for(var e=this.renderTarget,f=0;6>f;f++)e.activeCubeFace=f,a.setRenderTarget(e),a.clear(b,c,d);a.setRenderTarget(null)}}function fe(){A.call(this);this.type="AudioListener";this.context=ge.getContext();this.gain= -this.context.createGain();this.gain.connect(this.context.destination);this.filter=null}function 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mc(a,b){this.uuid=R.generateUUID();this.array=a;this.stride=b;this.count=void 0!==a?a.length/b:0;this.dynamic=!1;this.updateRange={offset:0,count:-1};this.onUploadCallback=function(){};this.version=0}function me(a,b,c){mc.call(this,a,b);this.meshPerAttribute=c||1}function ne(a, -b,c){P.call(this,a,b);this.meshPerAttribute=c||1}function Ze(a,b,c,d){this.ray=new lb(a,b);this.near=c||0;this.far=d||Infinity;this.params={Mesh:{},Line:{},LOD:{},Points:{threshold:1},Sprite:{}};Object.defineProperties(this.params,{PointCloud:{get:function(){console.warn("THREE.Raycaster: params.PointCloud has been renamed to params.Points.");return this.Points}}})}function $e(a,b){return a.distance-b.distance}function oe(a,b,c,d){if(!1!==a.visible&&(a.raycast(b,c),!0===d)){a=a.children;d=0;for(var e= -a.length;dc;c++,d++){var e=c/32*Math.PI*2,f=d/32*Math.PI*2;b.push(Math.cos(e),Math.sin(e),1,Math.cos(f),Math.sin(f),1)}a.addAttribute("position",new y(b,3));b=new O({fog:!1});this.cone=new 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0===(a&a-1)&&0!==a},ceilPowerOfTwo:function(a){return Math.pow(2,Math.ceil(Math.log(a)/Math.LN2))},floorPowerOfTwo:function(a){return Math.pow(2, -Math.floor(Math.log(a)/Math.LN2))}};Object.defineProperties(C.prototype,{width:{get:function(){return this.x},set:function(a){this.x=a}},height:{get:function(){return this.y},set:function(a){this.y=a}}});Object.assign(C.prototype,{isVector2:!0,set:function(a,b){this.x=a;this.y=b;return this},setScalar:function(a){this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break; -default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y)},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this}, -addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y; -return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},applyMatrix3:function(a){var b=this.x,c=this.y;a=a.elements;this.x=a[0]*b+a[3]*c+a[6];this.y=a[1]*b+a[4]*c+a[7];return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y= -Math.max(this.y,a.y);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a=new C,b=new C;return function(c,d){a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x); -this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},manhattanLength:function(){return Math.abs(this.x)+ -Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length()||1)},angle:function(){var a=Math.atan2(this.y,this.x);0>a&&(a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+= -(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b); -return this},rotateAround:function(a,b){var c=Math.cos(b);b=Math.sin(b);var d=this.x-a.x,e=this.y-a.y;this.x=d*c-e*b+a.x;this.y=d*b+e*c+a.y;return this}});Object.assign(K.prototype,{isMatrix4:!0,set:function(a,b,c,d,e,f,g,h,k,l,q,n,t,m,p,v){var r=this.elements;r[0]=a;r[4]=b;r[8]=c;r[12]=d;r[1]=e;r[5]=f;r[9]=g;r[13]=h;r[2]=k;r[6]=l;r[10]=q;r[14]=n;r[3]=t;r[7]=m;r[11]=p;r[15]=v;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},clone:function(){return(new K).fromArray(this.elements)}, -copy:function(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=a[12];b[13]=a[13];b[14]=a[14];b[15]=a[15];return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a,b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x, -b.x,c.x,0,a.y,b.y,c.y,0,a.z,b.z,c.z,0,0,0,0,1);return this},extractRotation:function(){var a=new p;return function(b){var c=this.elements,d=b.elements,e=1/a.setFromMatrixColumn(b,0).length(),f=1/a.setFromMatrixColumn(b,1).length();b=1/a.setFromMatrixColumn(b,2).length();c[0]=d[0]*e;c[1]=d[1]*e;c[2]=d[2]*e;c[4]=d[4]*f;c[5]=d[5]*f;c[6]=d[6]*f;c[8]=d[8]*b;c[9]=d[9]*b;c[10]=d[10]*b;return this}}(),makeRotationFromEuler:function(a){a&&a.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order."); 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Vb(a,b){ja.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],a,b);this.type="TetrahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Kc(a,b){L.call(this);this.type="OctahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new ub(a,b));this.mergeVertices()} +function ub(a,b){ja.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],a,b);this.type="OctahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Lc(a,b){L.call(this);this.type="IcosahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Wb(a,b));this.mergeVertices()}function Wb(a,b){var c=(1+Math.sqrt(5))/2;ja.call(this,[-1,c,0,1,c,0,-1,-c,0,1,-c,0,0,-1,c,0,1,c,0,-1,-c,0,1,-c,c,0,-1,c,0,1,-c,0,-1,-c,0,1],[0,11, 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Nc(a,b,c,d,e,f){L.call(this);this.type="TubeGeometry";this.parameters={path:a, +tubularSegments:b,radius:c,radialSegments:d,closed:e};void 0!==f&&console.warn("THREE.TubeGeometry: taper has been removed.");a=new Yb(a,b,c,d,e);this.tangents=a.tangents;this.normals=a.normals;this.binormals=a.binormals;this.fromBufferGeometry(a);this.mergeVertices()}function Yb(a,b,c,d,e){function f(e){q=a.getPointAt(e/b,q);var f=g.normals[e];e=g.binormals[e];for(l=0;l<=d;l++){var m=l/d*Math.PI*2,n=Math.sin(m),m=-Math.cos(m);k.x=m*f.x+n*e.x;k.y=m*f.y+n*e.y;k.z=m*f.z+n*e.z;k.normalize();t.push(k.x, +k.y,k.z);h.x=q.x+c*k.x;h.y=q.y+c*k.y;h.z=q.z+c*k.z;r.push(h.x,h.y,h.z)}}E.call(this);this.type="TubeBufferGeometry";this.parameters={path:a,tubularSegments:b,radius:c,radialSegments:d,closed:e};b=b||64;c=c||1;d=d||8;e=e||!1;var g=a.computeFrenetFrames(b,e);this.tangents=g.tangents;this.normals=g.normals;this.binormals=g.binormals;var h=new p,k=new p,m=new D,q=new 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Jb(c,c,{format:1022,magFilter:1006,minFilter:1006});this.renderTarget.texture.name="CubeCamera";this.update=function(a,b){null===this.parent&& +this.updateMatrixWorld();var c=this.renderTarget,m=c.texture.generateMipmaps;c.texture.generateMipmaps=!1;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace=2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.texture.generateMipmaps=m;c.activeCubeFace=5;a.render(b,k,c);a.setRenderTarget(null)};this.clear=function(a,b,c,d){for(var e=this.renderTarget,f=0;6>f;f++)e.activeCubeFace=f,a.setRenderTarget(e),a.clear(b,c,d);a.setRenderTarget(null)}} +function re(){x.call(this);this.type="AudioListener";this.context=se.getContext();this.gain=this.context.createGain();this.gain.connect(this.context.destination);this.filter=null}function 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0!==a?a.length/b:0;this.dynamic=!1;this.updateRange={offset:0,count:-1}; +this.onUploadCallback=function(){};this.version=0}function ze(a,b,c){mc.call(this,a,b);this.meshPerAttribute=c||1}function Ae(a,b,c){M.call(this,a,b);this.meshPerAttribute=c||1}function pf(a,b,c,d){this.ray=new sb(a,b);this.near=c||0;this.far=d||Infinity;this.params={Mesh:{},Line:{},LOD:{},Points:{threshold:1},Sprite:{}};Object.defineProperties(this.params,{PointCloud:{get:function(){console.warn("THREE.Raycaster: params.PointCloud has been renamed to params.Points.");return this.Points}}})}function qf(a, +b){return a.distance-b.distance}function Be(a,b,c,d){if(!1!==a.visible&&(a.raycast(b,c),!0===d)){a=a.children;d=0;for(var e=a.length;dc;c++,d++){var e=c/32*Math.PI*2,f=d/32*Math.PI*2;b.push(Math.cos(e),Math.sin(e),1,Math.cos(f),Math.sin(f),1)}a.addAttribute("position",new B(b,3));b=new W({fog:!1});this.cone=new X(a,b);this.add(this.cone);this.update()}function uf(a){var b=[];a&&a.isBone&&b.push(a);for(var 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Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this}, +addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*= +a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},applyMatrix3:function(a){var b=this.x,c=this.y;a=a.elements;this.x=a[0]*b+a[3]*c+a[6];this.y=a[1]*b+a[4]*c+a[7];return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a, +b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a=new D,b=new D;return function(c,d){a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x= +Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length()|| +1)},angle:function(){var a=Math.atan2(this.y,this.x);0>a&&(a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b, +a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);return this},rotateAround:function(a,b){var c=Math.cos(b);b=Math.sin(b);var d= +this.x-a.x,e=this.y-a.y;this.x=d*c-e*b+a.x;this.y=d*b+e*c+a.y;return this}});Object.assign(O.prototype,{isMatrix4:!0,set:function(a,b,c,d,e,f,g,h,k,m,q,l,u,r,t,p){var n=this.elements;n[0]=a;n[4]=b;n[8]=c;n[12]=d;n[1]=e;n[5]=f;n[9]=g;n[13]=h;n[2]=k;n[6]=m;n[10]=q;n[14]=l;n[3]=u;n[7]=r;n[11]=t;n[15]=p;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},clone:function(){return(new O).fromArray(this.elements)},copy:function(a){var b=this.elements;a=a.elements;b[0]= +a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=a[12];b[13]=a[13];b[14]=a[14];b[15]=a[15];return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a,b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x,b.x,c.x,0,a.y,b.y,c.y,0,a.z,b.z,c.z,0,0,0,0, +1);return this},extractRotation:function(){var a=new p;return function(b){var c=this.elements,d=b.elements,e=1/a.setFromMatrixColumn(b,0).length(),f=1/a.setFromMatrixColumn(b,1).length();b=1/a.setFromMatrixColumn(b,2).length();c[0]=d[0]*e;c[1]=d[1]*e;c[2]=d[2]*e;c[4]=d[4]*f;c[5]=d[5]*f;c[6]=d[6]*f;c[8]=d[8]*b;c[9]=d[9]*b;c[10]=d[10]*b;return this}}(),makeRotationFromEuler:function(a){a&&a.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order."); +var b=this.elements,c=a.x,d=a.y,e=a.z,f=Math.cos(c),c=Math.sin(c),g=Math.cos(d),d=Math.sin(d),h=Math.cos(e),e=Math.sin(e);if("XYZ"===a.order){var k=f*h;var m=f*e;var q=c*h;a=c*e;b[0]=g*h;b[4]=-g*e;b[8]=d;b[1]=m+q*d;b[5]=k-a*d;b[9]=-c*g;b[2]=a-k*d;b[6]=q+m*d;b[10]=f*g}else"YXZ"===a.order?(k=g*h,m=g*e,q=d*h,a=d*e,b[0]=k+a*c,b[4]=q*c-m,b[8]=f*d,b[1]=f*e,b[5]=f*h,b[9]=-c,b[2]=m*c-q,b[6]=a+k*c,b[10]=f*g):"ZXY"===a.order?(k=g*h,m=g*e,q=d*h,a=d*e,b[0]=k-a*c,b[4]=-f*e,b[8]=q+m*c,b[1]=m+q*c,b[5]=f*h,b[9]= +a-k*c,b[2]=-f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(k=f*h,m=f*e,q=c*h,a=c*e,b[0]=g*h,b[4]=q*d-m,b[8]=k*d+a,b[1]=g*e,b[5]=a*d+k,b[9]=m*d-q,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(k=f*g,m=f*d,q=c*g,a=c*d,b[0]=g*h,b[4]=a-k*e,b[8]=q*e+m,b[1]=e,b[5]=f*h,b[9]=-c*h,b[2]=-d*h,b[6]=m*e+q,b[10]=k-a*e):"XZY"===a.order&&(k=f*g,m=f*d,q=c*g,a=c*d,b[0]=g*h,b[4]=-e,b[8]=d*h,b[1]=k*e+a,b[5]=f*h,b[9]=m*e-q,b[2]=q*e-m,b[6]=c*h,b[10]=a*e+k);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromQuaternion:function(a){var b= +this.elements,c=a._x,d=a._y,e=a._z,f=a._w,g=c+c,h=d+d,k=e+e;a=c*g;var m=c*h,c=c*k,q=d*h,d=d*k,e=e*k,g=f*g,h=f*h,f=f*k;b[0]=1-(q+e);b[4]=m-f;b[8]=c+h;b[1]=m+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+q);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},lookAt:function(){var a=new p,b=new p,c=new p;return function(d,e,f){var g=this.elements;c.subVectors(d,e);0===c.lengthSq()&&(c.z=1);c.normalize();a.crossVectors(f,c);0===a.lengthSq()&&(1===Math.abs(f.z)?c.x+=1E-4:c.z+=1E-4, c.normalize(),a.crossVectors(f,c));a.normalize();b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},premultiply:function(a){return this.multiplyMatrices(a,this)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements; -b=this.elements;a=c[0];var e=c[4],f=c[8],g=c[12],h=c[1],k=c[5],l=c[9],q=c[13],n=c[2],m=c[6],r=c[10],p=c[14],v=c[3],w=c[7],x=c[11],c=c[15],z=d[0],I=d[4],B=d[8],J=d[12],y=d[1],C=d[5],A=d[9],D=d[13],E=d[2],H=d[6],L=d[10],Y=d[14],N=d[3],M=d[7],V=d[11],d=d[15];b[0]=a*z+e*y+f*E+g*N;b[4]=a*I+e*C+f*H+g*M;b[8]=a*B+e*A+f*L+g*V;b[12]=a*J+e*D+f*Y+g*d;b[1]=h*z+k*y+l*E+q*N;b[5]=h*I+k*C+l*H+q*M;b[9]=h*B+k*A+l*L+q*V;b[13]=h*J+k*D+l*Y+q*d;b[2]=n*z+m*y+r*E+p*N;b[6]=n*I+m*C+r*H+p*M;b[10]=n*B+m*A+r*L+p*V;b[14]=n*J+m* -D+r*Y+p*d;b[3]=v*z+w*y+x*E+c*N;b[7]=v*I+w*C+x*H+c*M;b[11]=v*B+w*A+x*L+c*V;b[15]=v*J+w*D+x*Y+c*d;return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToBufferAttribute:function(){var a=new p;return function(b){for(var c=0,d=b.count;cthis.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.copy(this);c=1/g;var f=1/h,l=1/k;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=l;b.elements[9]*=l;b.elements[10]*=l;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makePerspective:function(a,b,c,d,e,f){void 0===f&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs."); -var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(c-d);g[9]=(c+d)/(c-d);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),k=1/(c-d),l=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*k;g[9]=0;g[13]=-((c+d)*k);g[2]=0;g[6]=0;g[10]=-2*l;g[14]=-((f+e)*l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements; -a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}});Object.assign(Z,{slerp:function(a,b,c,d){return c.copy(a).slerp(b, -d)},slerpFlat:function(a,b,c,d,e,f,g){var h=c[d+0],k=c[d+1],l=c[d+2];c=c[d+3];d=e[f+0];var q=e[f+1],n=e[f+2];e=e[f+3];if(c!==e||h!==d||k!==q||l!==n){f=1-g;var m=h*d+k*q+l*n+c*e,r=0<=m?1:-1,p=1-m*m;p>Number.EPSILON&&(p=Math.sqrt(p),m=Math.atan2(p,m*r),f=Math.sin(f*m)/p,g=Math.sin(g*m)/p);r*=g;h=h*f+d*r;k=k*f+q*r;l=l*f+n*r;c=c*f+e*r;f===1-g&&(g=1/Math.sqrt(h*h+k*k+l*l+c*c),h*=g,k*=g,l*=g,c*=g)}a[b]=h;a[b+1]=k;a[b+2]=l;a[b+3]=c}});Object.defineProperties(Z.prototype,{x:{get:function(){return this._x}, -set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=a;this.onChangeCallback()}},w:{get:function(){return this._w},set:function(a){this._w=a;this.onChangeCallback()}}});Object.assign(Z.prototype,{set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z, +Math.cos(b);b=Math.sin(b);var d=1-c,e=a.x,f=a.y;a=a.z;var g=d*e,h=d*f;this.set(g*e+c,g*f-b*a,g*a+b*f,0,g*f+b*a,h*f+c,h*a-b*e,0,g*a-b*f,h*a+b*e,d*a*a+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeShear:function(a,b,c){this.set(1,b,c,0,a,1,c,0,a,b,1,0,0,0,0,1);return this},compose:function(a,b,c){this.makeRotationFromQuaternion(b);this.scale(c);this.setPosition(a);return this},decompose:function(){var a=new p,b=new O;return function(c, +d,e){var f=this.elements,g=a.set(f[0],f[1],f[2]).length(),h=a.set(f[4],f[5],f[6]).length(),k=a.set(f[8],f[9],f[10]).length();0>this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.copy(this);c=1/g;var f=1/h,m=1/k;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=m;b.elements[9]*=m;b.elements[10]*=m;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makePerspective:function(a,b,c,d,e,f){void 0===f&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs."); +var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(c-d);g[9]=(c+d)/(c-d);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),k=1/(c-d),m=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*k;g[9]=0;g[13]=-((c+d)*k);g[2]=0;g[6]=0;g[10]=-2*m;g[14]=-((f+e)*m);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements; +a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}});Object.assign(ha,{slerp:function(a,b,c,d){return c.copy(a).slerp(b, +d)},slerpFlat:function(a,b,c,d,e,f,g){var h=c[d+0],k=c[d+1],m=c[d+2];c=c[d+3];d=e[f+0];var q=e[f+1],l=e[f+2];e=e[f+3];if(c!==e||h!==d||k!==q||m!==l){f=1-g;var u=h*d+k*q+m*l+c*e,r=0<=u?1:-1,p=1-u*u;p>Number.EPSILON&&(p=Math.sqrt(p),u=Math.atan2(p,u*r),f=Math.sin(f*u)/p,g=Math.sin(g*u)/p);r*=g;h=h*f+d*r;k=k*f+q*r;m=m*f+l*r;c=c*f+e*r;f===1-g&&(g=1/Math.sqrt(h*h+k*k+m*m+c*c),h*=g,k*=g,m*=g,c*=g)}a[b]=h;a[b+1]=k;a[b+2]=m;a[b+3]=c}});Object.defineProperties(ha.prototype,{x:{get:function(){return this._x}, +set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=a;this.onChangeCallback()}},w:{get:function(){return this._w},set:function(a){this._w=a;this.onChangeCallback()}}});Object.assign(ha.prototype,{set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z, this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback();return this},setFromEuler:function(a,b){if(!a||!a.isEuler)throw Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var c=a._x,d=a._y,e=a._z;a=a.order;var f=Math.cos,g=Math.sin,h=f(c/2),k=f(d/2),f=f(e/2),c=g(c/2),d=g(d/2),e=g(e/2);"XYZ"===a?(this._x=c*k*f+h*d*e,this._y=h*d*f-c*k*e,this._z=h*k*e+c*d*f,this._w=h*k*f-c*d*e):"YXZ"===a?(this._x=c*k*f+ h*d*e,this._y=h*d*f-c*k*e,this._z=h*k*e-c*d*f,this._w=h*k*f+c*d*e):"ZXY"===a?(this._x=c*k*f-h*d*e,this._y=h*d*f+c*k*e,this._z=h*k*e+c*d*f,this._w=h*k*f-c*d*e):"ZYX"===a?(this._x=c*k*f-h*d*e,this._y=h*d*f+c*k*e,this._z=h*k*e-c*d*f,this._w=h*k*f+c*d*e):"YZX"===a?(this._x=c*k*f+h*d*e,this._y=h*d*f+c*k*e,this._z=h*k*e-c*d*f,this._w=h*k*f-c*d*e):"XZY"===a&&(this._x=c*k*f-h*d*e,this._y=h*d*f-c*k*e,this._z=h*k*e+c*d*f,this._w=h*k*f+c*d*e);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a, -b){b/=2;var c=Math.sin(b);this._x=a.x*c;this._y=a.y*c;this._z=a.z*c;this._w=Math.cos(b);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],k=b[6],b=b[10],l=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= +b){b/=2;var c=Math.sin(b);this._x=a.x*c;this._y=a.y*c;this._z=a.z*c;this._w=Math.cos(b);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],k=b[6],b=b[10],m=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= .25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a=new p,b;return function(c,d){void 0===a&&(a=new p);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;return this.normalize()}}(),inverse:function(){return this.conjugate().normalize()},conjugate:function(){this._x*= -1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z;a=a._w;var f=b._x,g=b._y,h=b._z;b=b._w;this._x=c*b+a*f+d*h-e*g;this._y=d*b+a*g+e*f-c*h;this._z=e*b+a*h+c*g-d*f;this._w=a*b-c*f-d*g-e*h;this.onChangeCallback(); @@ -324,62 +334,62 @@ this._w=f*g+this._w*b;this._x=c*g+this._x*b;this._y=d*g+this._y*b;this._z=e*g+th a;return this},onChangeCallback:function(){}});Object.assign(p.prototype,{isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x; case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this}, addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z= -a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a=new Z;return function(b){b&&b.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."); -return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a=new Z;return function(b,c){return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]* -d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,l=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-l*-f;this.y=k*a+b*-f+l*-e-h*-g;this.z=l*a+b*-g+h*-f-k*-e;return this},project:function(){var a=new K;return function(b){a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyMatrix4(a)}}(),unproject:function(){var a=new K;return function(b){a.multiplyMatrices(b.matrixWorld, +a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a=new ha;return function(b){b&&b.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."); +return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a=new ha;return function(b,c){return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+ +a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,m=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-m*-f;this.y=k*a+b*-f+m*-e-h*-g;this.z=m*a+b*-g+h*-f-k*-e;return this},project:function(){var a=new O;return function(b){a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyMatrix4(a)}}(),unproject:function(){var a=new O;return function(b){a.multiplyMatrices(b.matrixWorld, a.getInverse(b.projectionMatrix));return this.applyMatrix4(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);return this},max:function(a){this.x= Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a=new p,b=new p;return function(c,d){a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x= Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){this.x= -this.x;this.y=-this.y;this.z=-this.z;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x- this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},cross:function(a,b){return void 0!==b?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b)):this.crossVectors(this,a)},crossVectors:function(a,b){var c=a.x,d=a.y;a=a.z;var e=b.x,f=b.y;b=b.z;this.x=d*b-a*f;this.y=a*e-c*b;this.z=c*f-d*e;return this},projectOnVector:function(a){var b= -a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a=new p;return function(b){a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a=new p;return function(b){return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()*a.lengthSq());return Math.acos(R.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x- +a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a=new p;return function(b){a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a=new p;return function(b){return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()*a.lengthSq());return Math.acos(Q.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x- a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){var b=Math.sin(a.phi)*a.radius;this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromCylindrical:function(a){this.x=a.radius*Math.sin(a.theta);this.y=a.y;this.z=a.radius*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){a=a.elements;this.x=a[12];this.y= a[13];this.z=a[14];return this},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a= -[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);return this}});Object.assign(ra.prototype,{isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,k){var l=this.elements;l[0]=a;l[1]=d;l[2]=g;l[3]=b;l[4]=e;l[5]=h;l[6]=c;l[7]=f;l[8]=k;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},clone:function(){return(new this.constructor).fromArray(this.elements)}, +[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);return this}});Object.assign(ma.prototype,{isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,k){var m=this.elements;m[0]=a;m[1]=d;m[2]=g;m[3]=b;m[4]=e;m[5]=h;m[6]=c;m[7]=f;m[8]=k;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},clone:function(){return(new this.constructor).fromArray(this.elements)}, copy:function(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9],a[2],a[6],a[10]);return this},applyToBufferAttribute:function(){var a=new p;return function(b){for(var c=0,d=b.count;cc;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;9>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c= -this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];return a}});var kf=0;ea.DEFAULT_IMAGE=void 0;ea.DEFAULT_MAPPING=300;Object.defineProperty(ea.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(ea.prototype,ja.prototype,{constructor:ea,isTexture:!0,clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.name=a.name;this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping= -a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.center.copy(a.center);this.rotation=a.rotation;this.matrixAutoUpdate=a.matrixAutoUpdate;this.matrix.copy(a.matrix);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding; -return this},toJSON:function(a){var b=void 0===a||"string"===typeof a;if(!b&&void 0!==a.textures[this.uuid])return a.textures[this.uuid];var c={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],minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY}; -if(void 0!==this.image){var d=this.image;void 0===d.uuid&&(d.uuid=R.generateUUID());if(!b&&void 0===a.images[d.uuid]){var e=a.images,f=d.uuid,g=d.uuid;if(d instanceof HTMLCanvasElement)var h=d;else{h=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");h.width=d.width;h.height=d.height;var k=h.getContext("2d");d instanceof ImageData?k.putImageData(d,0,0):k.drawImage(d,0,0,d.width,d.height)}h=2048a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)% -2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}});Object.assign(da.prototype,{isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break; -case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), +this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];return a}});var Af=0;U.DEFAULT_IMAGE=void 0;U.DEFAULT_MAPPING=300;U.prototype=Object.assign(Object.create(za.prototype),{constructor:U,isTexture:!0,clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.name=a.name;this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter= +a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.center.copy(a.center);this.rotation=a.rotation;this.matrixAutoUpdate=a.matrixAutoUpdate;this.matrix.copy(a.matrix);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){var b=void 0===a||"string"===typeof a;if(!b&&void 0!== +a.textures[this.uuid])return a.textures[this.uuid];var c={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],minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(void 0!==this.image){var d=this.image;void 0===d.uuid&&(d.uuid=Q.generateUUID()); +if(!b&&void 0===a.images[d.uuid]){var e=a.images,f=d.uuid,g=d.uuid;if(d instanceof HTMLCanvasElement)var h=d;else{h=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");h.width=d.width;h.height=d.height;var k=h.getContext("2d");d instanceof ImageData?k.putImageData(d,0,0):k.drawImage(d,0,0,d.width,d.height)}h=2048a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}});Object.defineProperty(U.prototype, +"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(aa.prototype,{isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w= +b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a, b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;this.w-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]* -e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){a=a.elements;var b=a[0];var c=a[4];var d=a[8],e=a[1],f=a[5],g=a[9];var h=a[2];var k=a[6];var l=a[10];if(.01>Math.abs(c-e)&&.01>Math.abs(d-h)&&.01>Math.abs(g-k)){if(.1>Math.abs(c+ -e)&&.1>Math.abs(d+h)&&.1>Math.abs(g+k)&&.1>Math.abs(b+f+l-3))return this.set(1,0,0,0),this;a=Math.PI;b=(b+1)/2;f=(f+1)/2;l=(l+1)/2;c=(c+e)/4;d=(d+h)/4;g=(g+k)/4;b>f&&b>l?.01>b?(k=0,c=h=.707106781):(k=Math.sqrt(b),h=c/k,c=d/k):f>l?.01>f?(k=.707106781,h=0,c=.707106781):(h=Math.sqrt(f),k=c/h,c=g/h):.01>l?(h=k=.707106781,c=0):(c=Math.sqrt(l),k=d/c,h=g/c);this.set(k,h,c,a);return this}a=Math.sqrt((k-g)*(k-g)+(d-h)*(d-h)+(e-c)*(e-c));.001>Math.abs(a)&&(a=1);this.x=(k-g)/a;this.y=(d-h)/a;this.z=(e-c)/a; -this.w=Math.acos((b+f+l-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w, -this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new da,b=new da);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z); +e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){a=a.elements;var b=a[0];var c=a[4];var d=a[8],e=a[1],f=a[5],g=a[9];var h=a[2];var k=a[6];var m=a[10];if(.01>Math.abs(c-e)&&.01>Math.abs(d-h)&&.01>Math.abs(g-k)){if(.1>Math.abs(c+ +e)&&.1>Math.abs(d+h)&&.1>Math.abs(g+k)&&.1>Math.abs(b+f+m-3))return this.set(1,0,0,0),this;a=Math.PI;b=(b+1)/2;f=(f+1)/2;m=(m+1)/2;c=(c+e)/4;d=(d+h)/4;g=(g+k)/4;b>f&&b>m?.01>b?(k=0,c=h=.707106781):(k=Math.sqrt(b),h=c/k,c=d/k):f>m?.01>f?(k=.707106781,h=0,c=.707106781):(h=Math.sqrt(f),k=c/h,c=g/h):.01>m?(h=k=.707106781,c=0):(c=Math.sqrt(m),k=d/c,h=g/c);this.set(k,h,c,a);return this}a=Math.sqrt((k-g)*(k-g)+(d-h)*(d-h)+(e-c)*(e-c));.001>Math.abs(a)&&(a=1);this.x=(k-g)/a;this.y=(d-h)/a;this.z=(e-c)/a; +this.w=Math.acos((b+f+m-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w, +this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new aa,b=new aa);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z); this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this}, dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+= (a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromBufferAttribute:function(a, -b,c){void 0!==c&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);this.w=a.getW(b);return this}});Object.assign(Hb.prototype,ja.prototype,{isWebGLRenderTarget:!0,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height= -a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});Ib.prototype=Object.create(Hb.prototype);Ib.prototype.constructor=Ib;Ib.prototype.isWebGLRenderTargetCube=!0;fb.prototype=Object.create(ea.prototype);fb.prototype.constructor=fb;fb.prototype.isDataTexture=!0;Ua.prototype=Object.create(ea.prototype);Ua.prototype.constructor= -Ua;Ua.prototype.isCubeTexture=!0;Object.defineProperty(Ua.prototype,"images",{get:function(){return this.image},set:function(a){this.image=a}});var Be=new ea,Ce=new Ua,we=[],ye=[],Ae=new Float32Array(16),ze=new Float32Array(9);Ge.prototype.setValue=function(a,b){for(var c=this.seq,d=0,e=c.length;d!==e;++d){var f=c[d];f.setValue(a,b[f.id])}};var Od=/([\w\d_]+)(\])?(\[|\.)?/g;gb.prototype.setValue=function(a,b,c){b=this.map[b];void 0!==b&&b.setValue(a,c,this.renderer)};gb.prototype.setOptional=function(a, -b,c){b=b[c];void 0!==b&&this.setValue(a,c,b)};gb.upload=function(a,b,c,d){for(var e=0,f=b.length;e!==f;++e){var g=b[e],h=c[g.id];!1!==h.needsUpdate&&g.setValue(a,h.value,d)}};gb.seqWithValue=function(a,b){for(var c=[],d=0,e=a.length;d!==e;++d){var f=a[d];f.id in b&&c.push(f)}return c};var sg={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231, +b,c){void 0!==c&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);this.w=a.getW(b);return this}});kb.prototype=Object.assign(Object.create(za.prototype),{constructor:kb,isWebGLRenderTarget:!0,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width= +a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});Jb.prototype=Object.create(kb.prototype);Jb.prototype.constructor=Jb;Jb.prototype.isWebGLRenderTargetCube=!0;lb.prototype=Object.create(U.prototype);lb.prototype.constructor=lb;lb.prototype.isDataTexture=!0;db.prototype=Object.create(U.prototype); +db.prototype.constructor=db;db.prototype.isCubeTexture=!0;Object.defineProperty(db.prototype,"images",{get:function(){return this.image},set:function(a){this.image=a}});var Ne=new U,Oe=new db,Ie=[],Ke=[],Me=new Float32Array(16),Le=new Float32Array(9);Se.prototype.setValue=function(a,b){for(var c=this.seq,d=0,e=c.length;d!==e;++d){var f=c[d];f.setValue(a,b[f.id])}};var Vd=/([\w\d_]+)(\])?(\[|\.)?/g;mb.prototype.setValue=function(a,b,c){b=this.map[b];void 0!==b&&b.setValue(a,c,this.renderer)};mb.prototype.setOptional= +function(a,b,c){b=b[c];void 0!==b&&this.setValue(a,c,b)};mb.upload=function(a,b,c,d){for(var e=0,f=b.length;e!==f;++e){var g=b[e],h=c[g.id];!1!==h.needsUpdate&&g.setValue(a,h.value,d)}};mb.seqWithValue=function(a,b){for(var c=[],d=0,e=a.length;d!==e;++d){var f=a[d];f.id in b&&c.push(f)}return c};var Kg={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231, cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539, deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536, lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154, mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519, royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074};Object.assign(H.prototype,{isColor:!0,r:1,g:1,b:1,set:function(a){a&& -a.isColor?this.copy(a):"number"===typeof a?this.setHex(a):"string"===typeof a&&this.setStyle(a);return this},setScalar:function(a){this.b=this.g=this.r=a;return this},setHex:function(a){a=Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b,c,d){b=R.euclideanModulo(b, -1);c=R.clamp(c,0,1);d=R.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(255, +a.isColor?this.copy(a):"number"===typeof a?this.setHex(a):"string"===typeof a&&this.setStyle(a);return this},setScalar:function(a){this.b=this.g=this.r=a;return this},setHex:function(a){a=Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b,c,d){b=Q.euclideanModulo(b, +1);c=Q.clamp(c,0,1);d=Q.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(255, parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){var d=parseFloat(c[1])/360, -e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,e,f)}}}else if(c=/^\#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0=h?k/(e+f): k/(2-e-f);switch(e){case b:g=(c-d)/k+(c 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\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 theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n", bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = 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 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n", @@ -438,461 +448,468 @@ normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}\n",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"}, -mb={basic:{uniforms:Ea.merge([E.common,E.specularmap,E.envmap,E.aomap,E.lightmap,E.fog]),vertexShader:W.meshbasic_vert,fragmentShader:W.meshbasic_frag},lambert:{uniforms:Ea.merge([E.common,E.specularmap,E.envmap,E.aomap,E.lightmap,E.emissivemap,E.fog,E.lights,{emissive:{value:new H(0)}}]),vertexShader:W.meshlambert_vert,fragmentShader:W.meshlambert_frag},phong:{uniforms:Ea.merge([E.common,E.specularmap,E.envmap,E.aomap,E.lightmap,E.emissivemap,E.bumpmap,E.normalmap,E.displacementmap,E.gradientmap, -E.fog,E.lights,{emissive:{value:new H(0)},specular:{value:new H(1118481)},shininess:{value:30}}]),vertexShader:W.meshphong_vert,fragmentShader:W.meshphong_frag},standard:{uniforms:Ea.merge([E.common,E.envmap,E.aomap,E.lightmap,E.emissivemap,E.bumpmap,E.normalmap,E.displacementmap,E.roughnessmap,E.metalnessmap,E.fog,E.lights,{emissive:{value:new H(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}}]),vertexShader:W.meshphysical_vert,fragmentShader:W.meshphysical_frag},points:{uniforms:Ea.merge([E.points, -E.fog]),vertexShader:W.points_vert,fragmentShader:W.points_frag},dashed:{uniforms:Ea.merge([E.common,E.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:W.linedashed_vert,fragmentShader:W.linedashed_frag},depth:{uniforms:Ea.merge([E.common,E.displacementmap]),vertexShader:W.depth_vert,fragmentShader:W.depth_frag},normal:{uniforms:Ea.merge([E.common,E.bumpmap,E.normalmap,E.displacementmap,{opacity:{value:1}}]),vertexShader:W.normal_vert,fragmentShader:W.normal_frag},cube:{uniforms:{tCube:{value:null}, -tFlip:{value:-1},opacity:{value:1}},vertexShader:W.cube_vert,fragmentShader:W.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:W.equirect_vert,fragmentShader:W.equirect_frag},distanceRGBA:{uniforms:Ea.merge([E.common,E.displacementmap,{referencePosition:{value:new p},nearDistance:{value:1},farDistance:{value:1E3}}]),vertexShader:W.distanceRGBA_vert,fragmentShader:W.distanceRGBA_frag},shadow:{uniforms:Ea.merge([E.lights,E.fog,{color:{value:new H(0)},opacity:{value:1}}]),vertexShader:W.shadow_vert, -fragmentShader:W.shadow_frag}};mb.physical={uniforms:Ea.merge([mb.standard.uniforms,{clearCoat:{value:0},clearCoatRoughness:{value:0}}]),vertexShader:W.meshphysical_vert,fragmentShader:W.meshphysical_frag};Object.assign(kd.prototype,{set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<= -this.max.y},getParameter:function(a,b){return(b||new C).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new C).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new C;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min); -this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});tc.prototype=Object.create(ea.prototype);tc.prototype.constructor=tc;var Lf=0;Object.assign(Q.prototype,ja.prototype,{isMaterial:!0,onBeforeCompile:function(){},setValues:function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0===c)console.warn("THREE.Material: '"+ -b+"' parameter is undefined.");else if("shading"===b)console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===c?!0:!1;else{var d=this[b];void 0===d?console.warn("THREE."+this.type+": '"+b+"' is not a property of this material."):d&&d.isColor?d.set(c):d&&d.isVector3&&c&&c.isVector3?d.copy(c):this[b]="overdraw"===b?Number(c):c}}},toJSON:function(a){function b(a){var b=[],c;for(c in a){var d=a[c];delete d.metadata;b.push(d)}return b}var c= -void 0===a||"string"===typeof a;c&&(a={textures:{},images:{}});var d={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};d.uuid=this.uuid;d.type=this.type;""!==this.name&&(d.name=this.name);this.color&&this.color.isColor&&(d.color=this.color.getHex());void 0!==this.roughness&&(d.roughness=this.roughness);void 0!==this.metalness&&(d.metalness=this.metalness);this.emissive&&this.emissive.isColor&&(d.emissive=this.emissive.getHex());1!==this.emissiveIntensity&&(d.emissiveIntensity=this.emissiveIntensity); -this.specular&&this.specular.isColor&&(d.specular=this.specular.getHex());void 0!==this.shininess&&(d.shininess=this.shininess);void 0!==this.clearCoat&&(d.clearCoat=this.clearCoat);void 0!==this.clearCoatRoughness&&(d.clearCoatRoughness=this.clearCoatRoughness);this.map&&this.map.isTexture&&(d.map=this.map.toJSON(a).uuid);this.alphaMap&&this.alphaMap.isTexture&&(d.alphaMap=this.alphaMap.toJSON(a).uuid);this.lightMap&&this.lightMap.isTexture&&(d.lightMap=this.lightMap.toJSON(a).uuid);this.bumpMap&& -this.bumpMap.isTexture&&(d.bumpMap=this.bumpMap.toJSON(a).uuid,d.bumpScale=this.bumpScale);this.normalMap&&this.normalMap.isTexture&&(d.normalMap=this.normalMap.toJSON(a).uuid,d.normalScale=this.normalScale.toArray());this.displacementMap&&this.displacementMap.isTexture&&(d.displacementMap=this.displacementMap.toJSON(a).uuid,d.displacementScale=this.displacementScale,d.displacementBias=this.displacementBias);this.roughnessMap&&this.roughnessMap.isTexture&&(d.roughnessMap=this.roughnessMap.toJSON(a).uuid); -this.metalnessMap&&this.metalnessMap.isTexture&&(d.metalnessMap=this.metalnessMap.toJSON(a).uuid);this.emissiveMap&&this.emissiveMap.isTexture&&(d.emissiveMap=this.emissiveMap.toJSON(a).uuid);this.specularMap&&this.specularMap.isTexture&&(d.specularMap=this.specularMap.toJSON(a).uuid);this.envMap&&this.envMap.isTexture&&(d.envMap=this.envMap.toJSON(a).uuid,d.reflectivity=this.reflectivity);this.gradientMap&&this.gradientMap.isTexture&&(d.gradientMap=this.gradientMap.toJSON(a).uuid);void 0!==this.size&& -(d.size=this.size);void 0!==this.sizeAttenuation&&(d.sizeAttenuation=this.sizeAttenuation);1!==this.blending&&(d.blending=this.blending);!0===this.flatShading&&(d.flatShading=this.flatShading);0!==this.side&&(d.side=this.side);0!==this.vertexColors&&(d.vertexColors=this.vertexColors);1>this.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;0!==this.rotation&&(d.rotation=this.rotation); -1!==this.linewidth&&(d.linewidth=this.linewidth);void 0!==this.dashSize&&(d.dashSize=this.dashSize);void 0!==this.gapSize&&(d.gapSize=this.gapSize);void 0!==this.scale&&(d.scale=this.scale);!0===this.dithering&&(d.dithering=!0);0e&&(e=l);q>f&&(f=q);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromBufferAttribute:function(a){for(var b= -Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,k=a.count;he&&(e=l);q>f&&(f=q);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<= -this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z},getParameter:function(a,b){return(b||new p).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(){var a=new p;return function(b){this.clampPoint(b.center, +tb={basic:{uniforms:Ga.merge([K.common,K.specularmap,K.envmap,K.aomap,K.lightmap,K.fog]),vertexShader:R.meshbasic_vert,fragmentShader:R.meshbasic_frag},lambert:{uniforms:Ga.merge([K.common,K.specularmap,K.envmap,K.aomap,K.lightmap,K.emissivemap,K.fog,K.lights,{emissive:{value:new H(0)}}]),vertexShader:R.meshlambert_vert,fragmentShader:R.meshlambert_frag},phong:{uniforms:Ga.merge([K.common,K.specularmap,K.envmap,K.aomap,K.lightmap,K.emissivemap,K.bumpmap,K.normalmap,K.displacementmap,K.gradientmap, +K.fog,K.lights,{emissive:{value:new H(0)},specular:{value:new H(1118481)},shininess:{value:30}}]),vertexShader:R.meshphong_vert,fragmentShader:R.meshphong_frag},standard:{uniforms:Ga.merge([K.common,K.envmap,K.aomap,K.lightmap,K.emissivemap,K.bumpmap,K.normalmap,K.displacementmap,K.roughnessmap,K.metalnessmap,K.fog,K.lights,{emissive:{value:new H(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}}]),vertexShader:R.meshphysical_vert,fragmentShader:R.meshphysical_frag},points:{uniforms:Ga.merge([K.points, +K.fog]),vertexShader:R.points_vert,fragmentShader:R.points_frag},dashed:{uniforms:Ga.merge([K.common,K.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:R.linedashed_vert,fragmentShader:R.linedashed_frag},depth:{uniforms:Ga.merge([K.common,K.displacementmap]),vertexShader:R.depth_vert,fragmentShader:R.depth_frag},normal:{uniforms:Ga.merge([K.common,K.bumpmap,K.normalmap,K.displacementmap,{opacity:{value:1}}]),vertexShader:R.normal_vert,fragmentShader:R.normal_frag},cube:{uniforms:{tCube:{value:null}, +tFlip:{value:-1},opacity:{value:1}},vertexShader:R.cube_vert,fragmentShader:R.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:R.equirect_vert,fragmentShader:R.equirect_frag},distanceRGBA:{uniforms:Ga.merge([K.common,K.displacementmap,{referencePosition:{value:new p},nearDistance:{value:1},farDistance:{value:1E3}}]),vertexShader:R.distanceRGBA_vert,fragmentShader:R.distanceRGBA_frag},shadow:{uniforms:Ga.merge([K.lights,K.fog,{color:{value:new H(0)},opacity:{value:1}}]),vertexShader:R.shadow_vert, +fragmentShader:R.shadow_frag}};tb.physical={uniforms:Ga.merge([tb.standard.uniforms,{clearCoat:{value:0},clearCoatRoughness:{value:0}}]),vertexShader:R.meshphysical_vert,fragmentShader:R.meshphysical_frag};Object.assign(od.prototype,{set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<= +this.max.y},getParameter:function(a,b){return(b||new D).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new D).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new D;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min); +this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});tc.prototype=Object.create(U.prototype);tc.prototype.constructor=tc;var ag=0;P.prototype=Object.assign(Object.create(za.prototype),{constructor:P,isMaterial:!0,onBeforeCompile:function(){},setValues:function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0=== +c)console.warn("THREE.Material: '"+b+"' parameter is undefined.");else if("shading"===b)console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===c?!0:!1;else{var d=this[b];void 0===d?console.warn("THREE."+this.type+": '"+b+"' is not a property of this material."):d&&d.isColor?d.set(c):d&&d.isVector3&&c&&c.isVector3?d.copy(c):this[b]="overdraw"===b?Number(c):c}}},toJSON:function(a){function b(a){var b=[],c;for(c in a){var d=a[c];delete d.metadata; +b.push(d)}return b}var c=void 0===a||"string"===typeof a;c&&(a={textures:{},images:{}});var d={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};d.uuid=this.uuid;d.type=this.type;""!==this.name&&(d.name=this.name);this.color&&this.color.isColor&&(d.color=this.color.getHex());void 0!==this.roughness&&(d.roughness=this.roughness);void 0!==this.metalness&&(d.metalness=this.metalness);this.emissive&&this.emissive.isColor&&(d.emissive=this.emissive.getHex());1!==this.emissiveIntensity&& +(d.emissiveIntensity=this.emissiveIntensity);this.specular&&this.specular.isColor&&(d.specular=this.specular.getHex());void 0!==this.shininess&&(d.shininess=this.shininess);void 0!==this.clearCoat&&(d.clearCoat=this.clearCoat);void 0!==this.clearCoatRoughness&&(d.clearCoatRoughness=this.clearCoatRoughness);this.map&&this.map.isTexture&&(d.map=this.map.toJSON(a).uuid);this.alphaMap&&this.alphaMap.isTexture&&(d.alphaMap=this.alphaMap.toJSON(a).uuid);this.lightMap&&this.lightMap.isTexture&&(d.lightMap= +this.lightMap.toJSON(a).uuid);this.bumpMap&&this.bumpMap.isTexture&&(d.bumpMap=this.bumpMap.toJSON(a).uuid,d.bumpScale=this.bumpScale);this.normalMap&&this.normalMap.isTexture&&(d.normalMap=this.normalMap.toJSON(a).uuid,d.normalScale=this.normalScale.toArray());this.displacementMap&&this.displacementMap.isTexture&&(d.displacementMap=this.displacementMap.toJSON(a).uuid,d.displacementScale=this.displacementScale,d.displacementBias=this.displacementBias);this.roughnessMap&&this.roughnessMap.isTexture&& +(d.roughnessMap=this.roughnessMap.toJSON(a).uuid);this.metalnessMap&&this.metalnessMap.isTexture&&(d.metalnessMap=this.metalnessMap.toJSON(a).uuid);this.emissiveMap&&this.emissiveMap.isTexture&&(d.emissiveMap=this.emissiveMap.toJSON(a).uuid);this.specularMap&&this.specularMap.isTexture&&(d.specularMap=this.specularMap.toJSON(a).uuid);this.envMap&&this.envMap.isTexture&&(d.envMap=this.envMap.toJSON(a).uuid,d.reflectivity=this.reflectivity);this.gradientMap&&this.gradientMap.isTexture&&(d.gradientMap= +this.gradientMap.toJSON(a).uuid);void 0!==this.size&&(d.size=this.size);void 0!==this.sizeAttenuation&&(d.sizeAttenuation=this.sizeAttenuation);1!==this.blending&&(d.blending=this.blending);!0===this.flatShading&&(d.flatShading=this.flatShading);0!==this.side&&(d.side=this.side);0!==this.vertexColors&&(d.vertexColors=this.vertexColors);1>this.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite= +this.depthWrite;0!==this.rotation&&(d.rotation=this.rotation);1!==this.linewidth&&(d.linewidth=this.linewidth);void 0!==this.dashSize&&(d.dashSize=this.dashSize);void 0!==this.gapSize&&(d.gapSize=this.gapSize);void 0!==this.scale&&(d.scale=this.scale);!0===this.dithering&&(d.dithering=!0);0e&&(e=m);q>f&&(f=q);l>g&&(g=l)}this.min.set(b,c,d);this.max.set(e, +f,g);return this},setFromBufferAttribute:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,k=a.count;he&&(e=m);q>f&&(f=q);l>g&&(g=l)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<= +a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z},getParameter:function(a,b){return(b||new p).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(){var a=new p;return function(b){this.clampPoint(b.center, a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(),intersectsPlane:function(a){if(0=a.constant},clampPoint:function(a, -b){return(b||new p).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new p;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new p;return function(b){b=b||new Da;this.getCenter(b.center);b.radius=.5*this.getSize(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a= +b){return(b||new p).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new p;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new p;return function(b){b=b||new Ia;this.getCenter(b.center);b.radius=.5*this.getSize(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a= [new p,new p,new p,new p,new p,new p,new p,new p];return function(b){if(this.isEmpty())return this;a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b); -a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});Object.assign(Da.prototype,{set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new Oa;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).getCenter(d);for(var e=c=0,f=b.length;e=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<= -b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(a.distanceToPoint(this.center))<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a);b=b||new p;b.copy(a);c>this.radius*this.radius&&(b.sub(this.center).normalize(),b.multiplyScalar(this.radius).add(this.center));return b},getBoundingBox:function(a){a=a||new Oa;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a); -this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}});Object.assign(Aa.prototype,{set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a= +b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(a.distanceToPoint(this.center))<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a);b=b||new p;b.copy(a);c>this.radius*this.radius&&(b.sub(this.center).normalize(),b.multiplyScalar(this.radius).add(this.center));return b},getBoundingBox:function(a){a=a||new Xa;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a); +this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}});Object.assign(Ea.prototype,{set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a= new p,b=new p;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+ this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return(b||new p).copy(this.normal).multiplyScalar(-this.distanceToPoint(a)).add(a)},intersectLine:function(){var a=new p;return function(b,c){c=c||new p;var d=b.delta(a),e=this.normal.dot(d);if(0===e){if(0===this.distanceToPoint(b.start))return c.copy(b.start)}else if(e=-(b.start.dot(this.normal)+this.constant)/e,!(0>e||1b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes, -c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],l=c[7],q=c[8],n=c[9],m=c[10],r=c[11],p=c[12],v=c[13],w=c[14],c=c[15];b[0].setComponents(f-a,l-g,r-q,c-p).normalize();b[1].setComponents(f+a,l+g,r+q,c+p).normalize();b[2].setComponents(f+d,l+h,r+n,c+v).normalize();b[3].setComponents(f-d,l-h,r-n,c-v).normalize();b[4].setComponents(f-e,l-k,r-m,c-w).normalize();b[5].setComponents(f+e,l+k,r+m,c+w).normalize();return this},intersectsObject:function(){var a=new Da;return function(b){var c= -b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSprite:function(){var a=new Da;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}});Ya.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" "); -Ya.DefaultOrder="XYZ";Object.defineProperties(Ya.prototype,{x:{get:function(){return this._x},set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=a;this.onChangeCallback()}},order:{get:function(){return this._order},set:function(a){this._order=a;this.onChangeCallback()}}});Object.assign(Ya.prototype,{isEuler:!0,set:function(a,b,c,d){this._x=a;this._y=b;this._z= -c;this._order=d||this._order;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=R.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],k=e[5],l=e[9],q=e[2],n=e[6],e=e[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-l,e),this._z= -Math.atan2(-f,a)):(this._x=Math.atan2(n,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(l,-1,1)),.99999>Math.abs(l)?(this._y=Math.atan2(g,e),this._z=Math.atan2(h,k)):(this._y=Math.atan2(-q,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(-q,e),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(q,-1,1)),.99999>Math.abs(q)?(this._x=Math.atan2(n,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"=== -b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-l,k),this._y=Math.atan2(-q,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(n,k),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-l,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a=new K;return function(b,c,d){a.makeRotationFromQuaternion(b); -return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new Z;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0=== -b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new p(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}});Object.assign(Pd.prototype,{set:function(a){this.mask=1<b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes, +c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],m=c[7],q=c[8],l=c[9],p=c[10],r=c[11],t=c[12],v=c[13],w=c[14],c=c[15];b[0].setComponents(f-a,m-g,r-q,c-t).normalize();b[1].setComponents(f+a,m+g,r+q,c+t).normalize();b[2].setComponents(f+d,m+h,r+l,c+v).normalize();b[3].setComponents(f-d,m-h,r-l,c-v).normalize();b[4].setComponents(f-e,m-k,r-p,c-w).normalize();b[5].setComponents(f+e,m+k,r+p,c+w).normalize();return this},intersectsObject:function(){var a=new Ia;return function(b){var c= +b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSprite:function(){var a=new Ia;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}});gb.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" "); +gb.DefaultOrder="XYZ";Object.defineProperties(gb.prototype,{x:{get:function(){return this._x},set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=a;this.onChangeCallback()}},order:{get:function(){return this._order},set:function(a){this._order=a;this.onChangeCallback()}}});Object.assign(gb.prototype,{isEuler:!0,set:function(a,b,c,d){this._x=a;this._y=b;this._z= +c;this._order=d||this._order;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=Q.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],k=e[5],m=e[9],l=e[2],n=e[6],e=e[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-m,e),this._z= +Math.atan2(-f,a)):(this._x=Math.atan2(n,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(m,-1,1)),.99999>Math.abs(m)?(this._y=Math.atan2(g,e),this._z=Math.atan2(h,k)):(this._y=Math.atan2(-l,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(-l,e),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(l,-1,1)),.99999>Math.abs(l)?(this._x=Math.atan2(n,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"=== +b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-m,k),this._y=Math.atan2(-l,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(n,k),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-m,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a=new O;return function(b,c,d){a.makeRotationFromQuaternion(b); +return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new ha;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]); +void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new p(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}});Object.assign(Wd.prototype,{set:function(a){this.mask=1<g;g++)if(d[g]===d[(g+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(d=a[f],this.faces.splice(d,1),c=0,e=this.faceVertexUvs.length;ca?b.copy(this.origin):b.copy(this.direction).multiplyScalar(a).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new p;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a= -new p,b=new p,c=new p;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),k=-this.direction.dot(b),l=c.dot(this.direction),q=-c.dot(b),n=c.lengthSq(),m=Math.abs(1-k*k);if(0=-p?e<=p?(h=1/m,d*=h,e*=h,k=d*(d+k*e+2*l)+e*(k*d+e+2*q)+n):(e=h,d=Math.max(0,-(k*e+l)),k=-d*d+e*(e+2*q)+n):(e=-h,d=Math.max(0,-(k*e+l)),k=-d*d+e*(e+2*q)+n):e<=-p?(d=Math.max(0,-(-k*h+l)),e=0b)return null; -b=Math.sqrt(b-e);e=d-b;d+=b;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){a=this.distanceToPlane(a);return null===a?null:this.at(a,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin); -return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c=1/this.direction.x;var d=1/this.direction.y;var e=1/this.direction.z,f=this.origin;if(0<=c){var g=(a.min.x-f.x)*c;c*=a.max.x-f.x}else g=(a.max.x-f.x)*c,c*=a.min.x-f.x;if(0<=d){var h=(a.min.y-f.y)*d;d*=a.max.y-f.y}else h=(a.max.y-f.y)*d,d*=a.min.y-f.y;if(g>d||h>c)return null;if(h>g||g!==g)g=h;if(da||h>c)return null; -if(h>g||g!==g)g=h;if(ac?null:this.at(0<=g?g:c,b)},intersectsBox:function(){var a=new p;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new p,b=new p,c=new p,d=new p;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null; -g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.origin.applyMatrix4(a);this.direction.transformDirection(a);return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}});Object.assign(Mb.prototype,{set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start); -this.end.copy(a.end);return this},getCenter:function(a){return(a||new p).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new p).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a,b){b=b||new p;return this.delta(b).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new p,b=new p;return function(c,d){a.subVectors(c, -this.start);b.subVectors(this.end,this.start);c=b.dot(b);c=b.dot(a)/c;d&&(c=R.clamp(c,0,1));return c}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new p;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)}});Object.assign(Qa,{normal:function(){var a=new p;return function(b,c,d,e){e=e||new p; -e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0=b.x+b.y}}()});Object.assign(Qa.prototype,{set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new p,b=new p;return function(){a.subVectors(this.c, -this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new p).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return Qa.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new Aa).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return Qa.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return Qa.containsPoint(a,this.a,this.b,this.c)},closestPointToPoint:function(){var a= -new Aa,b=[new Mb,new Mb,new Mb],c=new p,d=new p;return function(e,f){f=f||new p;var g=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))f.copy(c);else for(b[0].set(this.a,this.b),b[1].set(this.b,this.c),b[2].set(this.c,this.a),e=0;ec.far?null:{distance:b,point:x.clone(),object:a}}function c(c,d,e,f,l,n,q,t){g.fromBufferAttribute(f,n);h.fromBufferAttribute(f,q);k.fromBufferAttribute(f,t);if(c=b(c,c.material,d,e,g,h,k,w))l&&(m.fromBufferAttribute(l, -n),r.fromBufferAttribute(l,q),u.fromBufferAttribute(l,t),c.uv=a(w,g,h,k,m,r,u)),c.face=new Pa(n,q,t,Qa.normal(g,h,k)),c.faceIndex=n;return c}var d=new K,e=new lb,f=new Da,g=new p,h=new p,k=new p,l=new p,q=new p,n=new p,m=new C,r=new C,u=new C,v=new p,w=new p,x=new p;return function(t,p){var v=this.geometry,x=this.material,z=this.matrixWorld;if(void 0!==x&&(null===v.boundingSphere&&v.computeBoundingSphere(),f.copy(v.boundingSphere),f.applyMatrix4(z),!1!==t.ray.intersectsSphere(f)&&(d.getInverse(z), -e.copy(t.ray).applyMatrix4(d),null===v.boundingBox||!1!==e.intersectsBox(v.boundingBox)))){var y;if(v.isBufferGeometry){var x=v.index,I=v.attributes.position,z=v.attributes.uv,C;if(null!==x){var A=0;for(C=x.count;Af||(f=d.ray.origin.distanceTo(a),fd.far||e.push({distance:f,point:a.clone(),face:null,object:this}))}}(),clone:function(){return(new this.constructor(this.material)).copy(this)}});Dc.prototype=Object.assign(Object.create(A.prototype),{constructor:Dc,copy:function(a){A.prototype.copy.call(this, -a,!1);a=a.levels;for(var b=0,c=a.length;b=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;ef||(q.applyMatrix4(this.matrixWorld),m=d.ray.origin.distanceTo(q),md.far||e.push({distance:m,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}));else for(g=0,v=r.length/3-1;gf||(q.applyMatrix4(this.matrixWorld),m=d.ray.origin.distanceTo(q), -md.far||e.push({distance:m,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g.isGeometry)for(k=g.vertices,l=k.length,g=0;gf||(q.applyMatrix4(this.matrixWorld),m=d.ray.origin.distanceTo(q),md.far||e.push({distance:m,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry, -this.material)).copy(this)}});ca.prototype=Object.assign(Object.create(ma.prototype),{constructor:ca,isLineSegments:!0});rd.prototype=Object.assign(Object.create(ma.prototype),{constructor:rd,isLineLoop:!0});Ba.prototype=Object.create(Q.prototype);Ba.prototype.constructor=Ba;Ba.prototype.isPointsMaterial=!0;Ba.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.size=a.size;this.sizeAttenuation=a.sizeAttenuation;return this};Qb.prototype=Object.assign(Object.create(A.prototype), -{constructor:Qb,isPoints:!0,raycast:function(){var a=new K,b=new lb,c=new Da;return function(d,e){function f(a,c){var f=b.distanceSqToPoint(a);if(fd.far||e.push({distance:h,distanceToRay:Math.sqrt(f),point:a.clone(),index:c,face:null,object:g})}}var g=this,h=this.geometry,k=this.matrixWorld,l=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere();c.copy(h.boundingSphere);c.applyMatrix4(k); -c.radius+=l;if(!1!==d.ray.intersectsSphere(c)){a.getInverse(k);b.copy(d.ray).applyMatrix4(a);var l=l/((this.scale.x+this.scale.y+this.scale.z)/3),m=l*l,l=new p;if(h.isBufferGeometry){var n=h.index,h=h.attributes.position.array;if(null!==n)for(var t=n.array,n=0,r=t.length;nc)return null;var d=[],e=[],f=[],g;if(0=h--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()");break}var k= -g;c<=k&&(k=0);g=k+1;c<=g&&(g=0);var l=g+1;c<=l&&(l=0);a:{var m;var n=a[e[k]].x;var p=a[e[k]].y;var r=a[e[g]].x;var u=a[e[g]].y;var v=a[e[l]].x;var w=a[e[l]].y;if(0>=(r-n)*(w-p)-(u-p)*(v-n))var x=!1;else{var z=v-r;var y=w-u;var B=n-v;var C=p-w;var A=r-n;x=u-p;for(m=0;m=-Number.EPSILON&&D>=-Number.EPSILON&&N>=-Number.EPSILON){x= -!1;break a}}}x=!0}}if(x){d.push([a[e[k]],a[e[g]],a[e[l]]]);f.push([e[k],e[g],e[l]]);k=g;for(l=g+1;lNumber.EPSILON){if(0< -q){if(0>p||p>q)return[];k=l*m-k*n;if(0>k||k>q)return[]}else{if(0c?[]:k===c?f?[]:[g]:a<=c?[g,h]:[g,l]}function f(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return Math.abs(a)>Number.EPSILON?(b=g*c-d*b,0d&&(d=c);var e=a+1;e>c&&(e=0);c=f(h[a],h[d],h[e],D[b]);if(!c)return!1;c=D.length-1;d=b-1;0>d&&(d=c);e=b+1;e>c&&(e=0);return(c=f(D[b],D[d],D[e],h[a]))?!0:!1}function d(a,b){var c;for(c=0;ct){console.log('THREE.ShapeUtils: Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!');break}for(m=p;ma;a++)m=b[a].x+":"+b[a].y,m=h[m],void 0!==m&&(b[a]=m);return k.concat()},isClockWise:function(a){return 0>Ha.area(a)}};$a.prototype=Object.create(N.prototype);$a.prototype.constructor=$a;Ga.prototype= -Object.create(D.prototype);Ga.prototype.constructor=Ga;Ga.prototype.getArrays=function(){var a=this.getAttribute("position"),a=a?Array.prototype.slice.call(a.array):[],b=this.getAttribute("uv"),b=b?Array.prototype.slice.call(b.array):[],c=this.index,c=c?Array.prototype.slice.call(c.array):[];return{position:a,uv:b,index:c}};Ga.prototype.addShapeList=function(a,b){var c=a.length;b.arrays=this.getArrays();for(var d=0;dNumber.EPSILON){var k=Math.sqrt(h),l=Math.sqrt(f*f+g*g),h=b.x-e/k;b=b.y+d/k;g=((c.x-g/l-h)*g-(c.y+f/l-b)*f)/(d*g-e*f);f=h+d*g-a.x;d=b+e*g-a.y;e=f*f+d*d;if(2>=e)return new C(f, -d);e=Math.sqrt(e/2)}else a=!1,d>Number.EPSILON?f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(f=-e,e=Math.sqrt(h)):(f=d,d=e,e=Math.sqrt(h/2));return new C(f/e,d/e)}function e(a,b){for(G=a.length;0<=--G;){var c=G;var d=G-1;0>d&&(d=a.length-1);var e,f=A+2*w;for(e=0;eMath.abs(g-k)?[new C(a,1-c),new C(h,1-d),new C(l,1-e),new C(n,1-b)]:[new C(g,1-c),new C(k,1-d),new C(m,1-e),new C(p,1-b)]}};Qc.prototype=Object.create(N.prototype); -Qc.prototype.constructor=Qc;$b.prototype=Object.create(Ga.prototype);$b.prototype.constructor=$b;Rc.prototype=Object.create(N.prototype);Rc.prototype.constructor=Rc;ob.prototype=Object.create(D.prototype);ob.prototype.constructor=ob;Sc.prototype=Object.create(N.prototype);Sc.prototype.constructor=Sc;ac.prototype=Object.create(D.prototype);ac.prototype.constructor=ac;Tc.prototype=Object.create(N.prototype);Tc.prototype.constructor=Tc;bc.prototype=Object.create(D.prototype);bc.prototype.constructor= -bc;cc.prototype=Object.create(N.prototype);cc.prototype.constructor=cc;dc.prototype=Object.create(D.prototype);dc.prototype.constructor=dc;ec.prototype=Object.create(D.prototype);ec.prototype.constructor=ec;pb.prototype=Object.create(N.prototype);pb.prototype.constructor=pb;Sa.prototype=Object.create(D.prototype);Sa.prototype.constructor=Sa;Uc.prototype=Object.create(pb.prototype);Uc.prototype.constructor=Uc;Vc.prototype=Object.create(Sa.prototype);Vc.prototype.constructor=Vc;Wc.prototype=Object.create(N.prototype); -Wc.prototype.constructor=Wc;fc.prototype=Object.create(D.prototype);fc.prototype.constructor=fc;var Ca=Object.freeze({WireframeGeometry:Sb,ParametricGeometry:Hc,ParametricBufferGeometry:Tb,TetrahedronGeometry:Jc,TetrahedronBufferGeometry:Ub,OctahedronGeometry:Kc,OctahedronBufferGeometry:nb,IcosahedronGeometry:Lc,IcosahedronBufferGeometry:Vb,DodecahedronGeometry:Mc,DodecahedronBufferGeometry:Wb,PolyhedronGeometry:Ic,PolyhedronBufferGeometry:qa,TubeGeometry:Nc,TubeBufferGeometry:Xb,TorusKnotGeometry:Oc, -TorusKnotBufferGeometry:Yb,TorusGeometry:Pc,TorusBufferGeometry:Zb,TextGeometry:Qc,TextBufferGeometry:$b,SphereGeometry:Rc,SphereBufferGeometry:ob,RingGeometry:Sc,RingBufferGeometry:ac,PlaneGeometry:Ac,PlaneBufferGeometry:kb,LatheGeometry:Tc,LatheBufferGeometry:bc,ShapeGeometry:cc,ShapeBufferGeometry:dc,ExtrudeGeometry:$a,ExtrudeBufferGeometry:Ga,EdgesGeometry:ec,ConeGeometry:Uc,ConeBufferGeometry:Vc,CylinderGeometry:pb,CylinderBufferGeometry:Sa,CircleGeometry:Wc,CircleBufferGeometry:fc,BoxGeometry:Lb, -BoxBufferGeometry:jb});gc.prototype=Object.create(Q.prototype);gc.prototype.constructor=gc;gc.prototype.isShadowMaterial=!0;hc.prototype=Object.create(oa.prototype);hc.prototype.constructor=hc;hc.prototype.isRawShaderMaterial=!0;Ma.prototype=Object.create(Q.prototype);Ma.prototype.constructor=Ma;Ma.prototype.isMeshStandardMaterial=!0;Ma.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.defines={STANDARD:""};this.color.copy(a.color);this.roughness=a.roughness;this.metalness=a.metalness; -this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.roughnessMap=a.roughnessMap; -this.metalnessMap=a.metalnessMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.envMapIntensity=a.envMapIntensity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};qb.prototype=Object.create(Ma.prototype);qb.prototype.constructor=qb;qb.prototype.isMeshPhysicalMaterial= -!0;qb.prototype.copy=function(a){Ma.prototype.copy.call(this,a);this.defines={PHYSICAL:""};this.reflectivity=a.reflectivity;this.clearCoat=a.clearCoat;this.clearCoatRoughness=a.clearCoatRoughness;return this};Ia.prototype=Object.create(Q.prototype);Ia.prototype.constructor=Ia;Ia.prototype.isMeshPhongMaterial=!0;Ia.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.color.copy(a.color);this.specular.copy(a.specular);this.shininess=a.shininess;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity= -a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine= -a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};rb.prototype=Object.create(Ia.prototype);rb.prototype.constructor=rb;rb.prototype.isMeshToonMaterial=!0;rb.prototype.copy=function(a){Ia.prototype.copy.call(this, -a);this.gradientMap=a.gradientMap;return this};sb.prototype=Object.create(Q.prototype);sb.prototype.constructor=sb;sb.prototype.isMeshNormalMaterial=!0;sb.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth; -this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};tb.prototype=Object.create(Q.prototype);tb.prototype.constructor=tb;tb.prototype.isMeshLambertMaterial=!0;tb.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity= -a.emissiveIntensity;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};ub.prototype=Object.create(O.prototype);ub.prototype.constructor= -ub;ub.prototype.isLineDashedMaterial=!0;ub.prototype.copy=function(a){O.prototype.copy.call(this,a);this.scale=a.scale;this.dashSize=a.dashSize;this.gapSize=a.gapSize;return this};var tg=Object.freeze({ShadowMaterial:gc,SpriteMaterial:Za,RawShaderMaterial:hc,ShaderMaterial:oa,PointsMaterial:Ba,MeshPhysicalMaterial:qb,MeshStandardMaterial:Ma,MeshPhongMaterial:Ia,MeshToonMaterial:rb,MeshNormalMaterial:sb,MeshLambertMaterial:tb,MeshDepthMaterial:Wa,MeshDistanceMaterial:Xa,MeshBasicMaterial:va,LineDashedMaterial:ub, -LineBasicMaterial:O,Material:Q}),jd={enabled:!1,files:{},add:function(a,b){!1!==this.enabled&&(this.files[a]=b)},get:function(a){if(!1!==this.enabled)return this.files[a]},remove:function(a){delete this.files[a]},clear:function(){this.files={}}},wa=new Yd,Ta={};Object.assign(Ja.prototype,{load:function(a,b,c,d){void 0===a&&(a="");void 0!==this.path&&(a=this.path+a);a=this.manager.resolveURL(a);var e=this,f=jd.get(a);if(void 0!==f)return e.manager.itemStart(a),setTimeout(function(){b&&b(f);e.manager.itemEnd(a)}, -0),f;if(void 0!==Ta[a])Ta[a].push({onLoad:b,onProgress:c,onError:d});else{var g=a.match(/^data:(.*?)(;base64)?,(.*)$/);if(g){c=g[1];var h=!!g[2],g=g[3],g=window.decodeURIComponent(g);h&&(g=window.atob(g));try{var k=(this.responseType||"").toLowerCase();switch(k){case "arraybuffer":case "blob":for(var l=new Uint8Array(g.length),h=0;h=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),a=this.getValueSize(),this.times=T.arraySlice(c,e,f),this.values=T.arraySlice(this.values,e*a,f*a);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("THREE.KeyframeTrackPrototype: Invalid value size in track.",this),a=!1);var c=this.times,b=this.values,d=c.length;0===d&&(console.error("THREE.KeyframeTrackPrototype: Track is empty.", -this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("THREE.KeyframeTrackPrototype: Time is not a valid number.",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("THREE.KeyframeTrackPrototype: Out of order keys.",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&T.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("THREE.KeyframeTrackPrototype: Value is not a valid number.",this,f,d);a=!1;break}return a},optimize:function(){for(var a, -b,c=this.times,d=this.values,e=this.getValueSize(),f=2302===this.getInterpolation(),g=1,h=c.length-1,k=1;kg;g++)if(d[g]===d[(g+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(d=a[f],this.faces.splice(d,1),c=0,e=this.faceVertexUvs.length;ca?b.copy(this.origin):b.copy(this.direction).multiplyScalar(a).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new p;return function(b){var c= +a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new p,b=new p,c=new p;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),k=-this.direction.dot(b),m=c.dot(this.direction),l=-c.dot(b),n=c.lengthSq(),p=Math.abs(1-k*k);if(0=-r?e<=r?(h=1/p,d*=h,e*=h,k=d*(d+k*e+2*m)+e*(k*d+e+2*l)+n):(e=h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+n):(e=-h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+n):e<=-r?(d=Math.max(0,-(-k*h+m)),e=0b)return null;b=Math.sqrt(b-e);e=d-b;d+=b;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)? +0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){a=this.distanceToPlane(a);return null===a?null:this.at(a,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c=1/this.direction.x;var d=1/this.direction.y;var e=1/this.direction.z,f=this.origin;if(0<=c){var g=(a.min.x-f.x)*c;c*=a.max.x-f.x}else g=(a.max.x-f.x)*c,c*=a.min.x-f.x;if(0<=d){var h=(a.min.y- +f.y)*d;d*=a.max.y-f.y}else h=(a.max.y-f.y)*d,d*=a.min.y-f.y;if(g>d||h>c)return null;if(h>g||g!==g)g=h;if(da||h>c)return null;if(h>g||g!==g)g=h;if(ac?null:this.at(0<=g?g:c,b)},intersectsBox:function(){var a=new p;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new p,b=new p,c=new p,d=new p;return function(e,f,g,h,k){b.subVectors(f, +e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.origin.applyMatrix4(a);this.direction.transformDirection(a);return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}}); +Object.assign(Nb.prototype,{set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},getCenter:function(a){return(a||new p).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new p).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)}, +at:function(a,b){b=b||new p;return this.delta(b).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new p,b=new p;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);c=b.dot(b);c=b.dot(a)/c;d&&(c=Q.clamp(c,0,1));return c}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new p;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);this.end.applyMatrix4(a); +return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)}});Object.assign(Za,{normal:function(){var a=new p;return function(b,c,d,e){e=e||new p;e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0=b.x+b.y}}()});Object.assign(Za.prototype,{set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)}, +copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new p,b=new p;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new p).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return Za.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new Ea).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return Za.barycoordFromPoint(a, +this.a,this.b,this.c,b)},containsPoint:function(a){return Za.containsPoint(a,this.a,this.b,this.c)},closestPointToPoint:function(){var a=new Ea,b=[new Nb,new Nb,new Nb],c=new p,d=new p;return function(e,f){f=f||new p;var g=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))f.copy(c);else for(b[0].set(this.a,this.b),b[1].set(this.b,this.c),b[2].set(this.c,this.a),e=0;ec.far?null:{distance:b, +point:z.clone(),object:a}}function c(c,d,e,f,m,l,q,n){g.fromBufferAttribute(f,l);h.fromBufferAttribute(f,q);k.fromBufferAttribute(f,n);if(c=b(c,c.material,d,e,g,h,k,w))m&&(u.fromBufferAttribute(m,l),r.fromBufferAttribute(m,q),t.fromBufferAttribute(m,n),c.uv=a(w,g,h,k,u,r,t)),c.face=new Ya(l,q,n,Za.normal(g,h,k)),c.faceIndex=l;return c}var d=new O,e=new sb,f=new Ia,g=new p,h=new p,k=new p,m=new p,l=new p,n=new p,u=new D,r=new D,t=new D,v=new p,w=new p,z=new p;return function(q,p){var v=this.geometry, +z=this.material,y=this.matrixWorld;if(void 0!==z&&(null===v.boundingSphere&&v.computeBoundingSphere(),f.copy(v.boundingSphere),f.applyMatrix4(y),!1!==q.ray.intersectsSphere(f)&&(d.getInverse(y),e.copy(q.ray).applyMatrix4(d),null===v.boundingBox||!1!==e.intersectsBox(v.boundingBox)))){var x;if(v.isBufferGeometry){var z=v.index,B=v.attributes.position,y=v.attributes.uv,D;if(null!==z){var C=0;for(D=z.count;Cf||(f=d.ray.origin.distanceTo(a),fd.far||e.push({distance:f,point:a.clone(),face:null,object:this}))}}(),clone:function(){return(new this.constructor(this.material)).copy(this)}}); +Dc.prototype=Object.assign(Object.create(x.prototype),{constructor:Dc,copy:function(a){x.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break; +for(;ef||(l.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(l),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}));else for(g=0,v=r.length/3-1;gf||(l.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(l),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g.isGeometry)for(k=g.vertices,m=k.length,g=0;gf||(l.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(l),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld), +index:g,face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});X.prototype=Object.assign(Object.create(sa.prototype),{constructor:X,isLineSegments:!0});yd.prototype=Object.assign(Object.create(sa.prototype),{constructor:yd,isLineLoop:!0});Ka.prototype=Object.create(P.prototype);Ka.prototype.constructor=Ka;Ka.prototype.isPointsMaterial=!0;Ka.prototype.copy=function(a){P.prototype.copy.call(this,a);this.color.copy(a.color); +this.map=a.map;this.size=a.size;this.sizeAttenuation=a.sizeAttenuation;return this};Rb.prototype=Object.assign(Object.create(x.prototype),{constructor:Rb,isPoints:!0,raycast:function(){var a=new O,b=new sb,c=new Ia;return function(d,e){function f(a,c){var f=b.distanceSqToPoint(a);if(fd.far||e.push({distance:h,distanceToRay:Math.sqrt(f),point:a.clone(),index:c,face:null,object:g})}}var g=this,h=this.geometry, +k=this.matrixWorld,m=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere();c.copy(h.boundingSphere);c.applyMatrix4(k);c.radius+=m;if(!1!==d.ray.intersectsSphere(c)){a.getInverse(k);b.copy(d.ray).applyMatrix4(a);var m=m/((this.scale.x+this.scale.y+this.scale.z)/3),l=m*m,m=new p;if(h.isBufferGeometry){var n=h.index,h=h.attributes.position.array;if(null!==n)for(var u=n.array,n=0,r=u.length;n=a.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}});Sb.prototype=Object.create(U.prototype);Sb.prototype.constructor=Sb;Sb.prototype.isCompressedTexture= +!0;Gc.prototype=Object.create(U.prototype);Gc.prototype.constructor=Gc;Gc.prototype.isDepthTexture=!0;Tb.prototype=Object.create(E.prototype);Tb.prototype.constructor=Tb;Hc.prototype=Object.create(L.prototype);Hc.prototype.constructor=Hc;Ub.prototype=Object.create(E.prototype);Ub.prototype.constructor=Ub;Ic.prototype=Object.create(L.prototype);Ic.prototype.constructor=Ic;ja.prototype=Object.create(E.prototype);ja.prototype.constructor=ja;Jc.prototype=Object.create(L.prototype);Jc.prototype.constructor= +Jc;Vb.prototype=Object.create(ja.prototype);Vb.prototype.constructor=Vb;Kc.prototype=Object.create(L.prototype);Kc.prototype.constructor=Kc;ub.prototype=Object.create(ja.prototype);ub.prototype.constructor=ub;Lc.prototype=Object.create(L.prototype);Lc.prototype.constructor=Lc;Wb.prototype=Object.create(ja.prototype);Wb.prototype.constructor=Wb;Mc.prototype=Object.create(L.prototype);Mc.prototype.constructor=Mc;Xb.prototype=Object.create(ja.prototype);Xb.prototype.constructor=Xb;Nc.prototype=Object.create(L.prototype); +Nc.prototype.constructor=Nc;Yb.prototype=Object.create(E.prototype);Yb.prototype.constructor=Yb;Oc.prototype=Object.create(L.prototype);Oc.prototype.constructor=Oc;Zb.prototype=Object.create(E.prototype);Zb.prototype.constructor=Zb;Pc.prototype=Object.create(L.prototype);Pc.prototype.constructor=Pc;$b.prototype=Object.create(E.prototype);$b.prototype.constructor=$b;var Lg={triangulate:function(a,b,c){c=c||2;var d=b&&b.length,e=d?b[0]*c:a.length,f=bf(a,0,e,c,!0),g=[];if(!f)return g;var h;if(d){var k= +c,d=[],m;var l=0;for(m=b.length;l80*c){var r=h=a[0];var t=d=a[1];for(k=c;kh&&(h=l),b>d&&(d=b);h=Math.max(h-r,d-t);h=0!==h?1/h:0}Sc(f,g,c,r,t,h);return g}},$a={area:function(a){for(var b=a.length,c=0,d=b-1,e=0;e$a.area(a)},triangulateShape:function(a,b){function c(a){var b=a.length;2Number.EPSILON){var k=Math.sqrt(h),m=Math.sqrt(f*f+g*g),h=b.x-e/k;b=b.y+d/k;g=((c.x-g/m-h)*g-(c.y+f/m-b)*f)/(d*g-e*f);f=h+d*g-a.x;d=b+e*g-a.y;e=f*f+d*d;if(2>=e)return new D(f, +d);e=Math.sqrt(e/2)}else a=!1,d>Number.EPSILON?f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(f=-e,e=Math.sqrt(h)):(f=d,d=e,e=Math.sqrt(h/2));return new D(f/e,d/e)}function e(a,b){for(G=a.length;0<=--G;){var c=G;var d=G-1;0>d&&(d=a.length-1);var e,f=x+2*w;for(e=0;eMath.abs(g-k)?[new D(a,1-c),new D(h,1-d),new D(m,1-e),new D(n,1-b)]:[new D(g,1-c),new D(k,1-d),new D(l,1-e),new D(p,1-b)]}};Uc.prototype=Object.create(L.prototype);Uc.prototype.constructor= +Uc;ac.prototype=Object.create(La.prototype);ac.prototype.constructor=ac;Vc.prototype=Object.create(L.prototype);Vc.prototype.constructor=Vc;wb.prototype=Object.create(E.prototype);wb.prototype.constructor=wb;Wc.prototype=Object.create(L.prototype);Wc.prototype.constructor=Wc;bc.prototype=Object.create(E.prototype);bc.prototype.constructor=bc;Xc.prototype=Object.create(L.prototype);Xc.prototype.constructor=Xc;cc.prototype=Object.create(E.prototype);cc.prototype.constructor=cc;xb.prototype=Object.create(L.prototype); +xb.prototype.constructor=xb;xb.prototype.toJSON=function(){var a=L.prototype.toJSON.call(this);return ff(this.parameters.shapes,a)};yb.prototype=Object.create(E.prototype);yb.prototype.constructor=yb;yb.prototype.toJSON=function(){var a=E.prototype.toJSON.call(this);return ff(this.parameters.shapes,a)};dc.prototype=Object.create(E.prototype);dc.prototype.constructor=dc;zb.prototype=Object.create(L.prototype);zb.prototype.constructor=zb;ab.prototype=Object.create(E.prototype);ab.prototype.constructor= +ab;Yc.prototype=Object.create(zb.prototype);Yc.prototype.constructor=Yc;Zc.prototype=Object.create(ab.prototype);Zc.prototype.constructor=Zc;$c.prototype=Object.create(L.prototype);$c.prototype.constructor=$c;ec.prototype=Object.create(E.prototype);ec.prototype.constructor=ec;var ka=Object.freeze({WireframeGeometry:Tb,ParametricGeometry:Hc,ParametricBufferGeometry:Ub,TetrahedronGeometry:Jc,TetrahedronBufferGeometry:Vb,OctahedronGeometry:Kc,OctahedronBufferGeometry:ub,IcosahedronGeometry:Lc,IcosahedronBufferGeometry:Wb, +DodecahedronGeometry:Mc,DodecahedronBufferGeometry:Xb,PolyhedronGeometry:Ic,PolyhedronBufferGeometry:ja,TubeGeometry:Nc,TubeBufferGeometry:Yb,TorusKnotGeometry:Oc,TorusKnotBufferGeometry:Zb,TorusGeometry:Pc,TorusBufferGeometry:$b,TextGeometry:Uc,TextBufferGeometry:ac,SphereGeometry:Vc,SphereBufferGeometry:wb,RingGeometry:Wc,RingBufferGeometry:bc,PlaneGeometry:Ac,PlaneBufferGeometry:rb,LatheGeometry:Xc,LatheBufferGeometry:cc,ShapeGeometry:xb,ShapeBufferGeometry:yb,ExtrudeGeometry:ib,ExtrudeBufferGeometry:La, +EdgesGeometry:dc,ConeGeometry:Yc,ConeBufferGeometry:Zc,CylinderGeometry:zb,CylinderBufferGeometry:ab,CircleGeometry:$c,CircleBufferGeometry:ec,BoxGeometry:Mb,BoxBufferGeometry:qb});fc.prototype=Object.create(P.prototype);fc.prototype.constructor=fc;fc.prototype.isShadowMaterial=!0;gc.prototype=Object.create(Fa.prototype);gc.prototype.constructor=gc;gc.prototype.isRawShaderMaterial=!0;Ua.prototype=Object.create(P.prototype);Ua.prototype.constructor=Ua;Ua.prototype.isMeshStandardMaterial=!0;Ua.prototype.copy= +function(a){P.prototype.copy.call(this,a);this.defines={STANDARD:""};this.color.copy(a.color);this.roughness=a.roughness;this.metalness=a.metalness;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale); +this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.roughnessMap=a.roughnessMap;this.metalnessMap=a.metalnessMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.envMapIntensity=a.envMapIntensity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets= +a.morphTargets;this.morphNormals=a.morphNormals;return this};Ab.prototype=Object.create(Ua.prototype);Ab.prototype.constructor=Ab;Ab.prototype.isMeshPhysicalMaterial=!0;Ab.prototype.copy=function(a){Ua.prototype.copy.call(this,a);this.defines={PHYSICAL:""};this.reflectivity=a.reflectivity;this.clearCoat=a.clearCoat;this.clearCoatRoughness=a.clearCoatRoughness;return this};Ma.prototype=Object.create(P.prototype);Ma.prototype.constructor=Ma;Ma.prototype.isMeshPhongMaterial=!0;Ma.prototype.copy=function(a){P.prototype.copy.call(this, +a);this.color.copy(a.color);this.specular.copy(a.specular);this.shininess=a.shininess;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale= +a.displacementScale;this.displacementBias=a.displacementBias;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Bb.prototype= +Object.create(Ma.prototype);Bb.prototype.constructor=Bb;Bb.prototype.isMeshToonMaterial=!0;Bb.prototype.copy=function(a){Ma.prototype.copy.call(this,a);this.gradientMap=a.gradientMap;return this};Cb.prototype=Object.create(P.prototype);Cb.prototype.constructor=Cb;Cb.prototype.isMeshNormalMaterial=!0;Cb.prototype.copy=function(a){P.prototype.copy.call(this,a);this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap; +this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Db.prototype=Object.create(P.prototype);Db.prototype.constructor=Db;Db.prototype.isMeshLambertMaterial=!0;Db.prototype.copy=function(a){P.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity= +a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin; +this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Eb.prototype=Object.create(W.prototype);Eb.prototype.constructor=Eb;Eb.prototype.isLineDashedMaterial=!0;Eb.prototype.copy=function(a){W.prototype.copy.call(this,a);this.scale=a.scale;this.dashSize=a.dashSize;this.gapSize=a.gapSize;return this};var Mg=Object.freeze({ShadowMaterial:fc,SpriteMaterial:hb,RawShaderMaterial:gc,ShaderMaterial:Fa,PointsMaterial:Ka,MeshPhysicalMaterial:Ab,MeshStandardMaterial:Ua, +MeshPhongMaterial:Ma,MeshToonMaterial:Bb,MeshNormalMaterial:Cb,MeshLambertMaterial:Db,MeshDepthMaterial:eb,MeshDistanceMaterial:fb,MeshBasicMaterial:Aa,LineDashedMaterial:Eb,LineBasicMaterial:W,Material:P}),Ib={enabled:!1,files:{},add:function(a,b){!1!==this.enabled&&(this.files[a]=b)},get:function(a){if(!1!==this.enabled)return this.files[a]},remove:function(a){delete this.files[a]},clear:function(){this.files={}}},xa=new he,cb={};Object.assign(Na.prototype,{load:function(a,b,c,d){void 0===a&&(a= +"");void 0!==this.path&&(a=this.path+a);a=this.manager.resolveURL(a);var e=this,f=Ib.get(a);if(void 0!==f)return e.manager.itemStart(a),setTimeout(function(){b&&b(f);e.manager.itemEnd(a)},0),f;if(void 0!==cb[a])cb[a].push({onLoad:b,onProgress:c,onError:d});else{var g=a.match(/^data:(.*?)(;base64)?,(.*)$/);if(g){c=g[1];var h=!!g[2],g=g[3],g=window.decodeURIComponent(g);h&&(g=window.atob(g));try{var k=(this.responseType||"").toLowerCase();switch(k){case "arraybuffer":case "blob":for(var m=new Uint8Array(g.length), +h=0;hg)e=a+1;else if(0b&&(b=0);1Number.EPSILON&&(g.normalize(),c=Math.acos(Q.clamp(d[k-1].dot(d[k]),-1,1)),e[k].applyMatrix4(h.makeRotationAxis(g, +c))),f[k].crossVectors(d[k],e[k]);if(!0===b)for(c=Math.acos(Q.clamp(e[0].dot(e[a]),-1,1)),c/=a,0d;)d+=c;for(;d>c;)d-=c;de&&(e=1);1E-4>d&&(d=e);1E-4>k&&(k=e);Ee.initNonuniformCatmullRom(f.x,g.x,h.x,c.x,d,e,k);Fe.initNonuniformCatmullRom(f.y,g.y,h.y,c.y,d,e,k);Ge.initNonuniformCatmullRom(f.z, +g.z,h.z,c.z,d,e,k)}else"catmullrom"===this.curveType&&(Ee.initCatmullRom(f.x,g.x,h.x,c.x,this.tension),Fe.initCatmullRom(f.y,g.y,h.y,c.y,this.tension),Ge.initCatmullRom(f.z,g.z,h.z,c.z,this.tension));b.set(Ee.calc(a),Fe.calc(a),Ge.calc(a));return b};ca.prototype.copy=function(a){C.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;bc.length-2?c.length-1:a+1],c=c[a>c.length-3?c.length-1:a+2];b.set(hf(d,e.x,f.x, +g.x,c.x),hf(d,e.y,f.y,g.y,c.y));return b};Ra.prototype.copy=function(a){C.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;b=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths();return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var a=[], +b=0,c=0,d=this.curves.length;c=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),a=this.getValueSize(),this.times=ga.arraySlice(c,e,f),this.values=ga.arraySlice(this.values,e*a,f*a);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),a=!1);var c=this.times,b=this.values, +d=c.length;0===d&&(console.error("THREE.KeyframeTrack: Track is empty.",this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("THREE.KeyframeTrack: Out of order keys.",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&ga.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,f, +d);a=!1;break}return a},optimize:function(){for(var a,b,c=this.times,d=this.values,e=this.getValueSize(),f=2302===this.getInterpolation(),g=1,h=c.length-1,k=1;kl.opacity&&(l.transparent=!0);d.setTextures(k);return d.parse(l)}}()});Object.assign(be.prototype, -{load:function(a,b,c,d){var e=this,f=this.texturePath&&"string"===typeof this.texturePath?this.texturePath:kc.prototype.extractUrlBase(a),g=new Ja(this.manager);g.setWithCredentials(this.withCredentials);g.load(a,function(c){c=JSON.parse(c);var d=c.metadata;if(void 0!==d&&(d=d.type,void 0!==d)){if("object"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.ObjectLoader instead.");return}if("scene"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.SceneLoader instead."); -return}}c=e.parse(c,f);b(c.geometry,c.materials)},c,d)},setTexturePath:function(a){this.texturePath=a},parse:function(){return function(a,b){void 0!==a.data&&(a=a.data);a.scale=void 0!==a.scale?1/a.scale:1;var c=new N,d=a,e,f,g,h=d.faces;var k=d.vertices;var l=d.normals,m=d.colors;var n=d.scale;var t=0;if(void 0!==d.uvs){for(e=0;ef;f++){var B=h[r++];var A=y[2*B];B=y[2*B+1];A=new C(A,B);2!==f&&c.faceVertexUvs[e][v].push(A);0!==f&&c.faceVertexUvs[e][v+1].push(A)}}w&&(w=3* -h[r++],u.normal.set(l[w++],l[w++],l[w]),z.normal.copy(u.normal));if(x)for(e=0;4>e;e++)w=3*h[r++],x=new p(l[w++],l[w++],l[w]),2!==e&&u.vertexNormals.push(x),0!==e&&z.vertexNormals.push(x);n&&(n=h[r++],n=m[n],u.color.setHex(n),z.color.setHex(n));if(k)for(e=0;4>e;e++)n=h[r++],n=m[n],2!==e&&u.vertexColors.push(new H(n)),0!==e&&z.vertexColors.push(new H(n));c.faces.push(u);c.faces.push(z)}else{u=new Pa;u.a=h[r++];u.b=h[r++];u.c=h[r++];v&&(v=h[r++],u.materialIndex=v);v=c.faces.length;if(e)for(e=0;ef;f++)B=h[r++],A=y[2*B],B=y[2*B+1],A=new C(A,B),c.faceVertexUvs[e][v].push(A);w&&(w=3*h[r++],u.normal.set(l[w++],l[w++],l[w]));if(x)for(e=0;3>e;e++)w=3*h[r++],x=new p(l[w++],l[w++],l[w]),u.vertexNormals.push(x);n&&(n=h[r++],u.color.setHex(m[n]));if(k)for(e=0;3>e;e++)n=h[r++],u.vertexColors.push(new H(m[n]));c.faces.push(u)}}d=a;r=void 0!==d.influencesPerVertex?d.influencesPerVertex:2;if(d.skinWeights)for(g=0,h=d.skinWeights.length;gg)e=a+1;else if(0b&&(b=0);1Number.EPSILON&&(g.normalize(),c=Math.acos(R.clamp(d[k- -1].dot(d[k]),-1,1)),e[k].applyMatrix4(h.makeRotationAxis(g,c))),f[k].crossVectors(d[k],e[k]);if(!0===b)for(c=Math.acos(R.clamp(e[0].dot(e[a]),-1,1)),c/=a,0=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths();return a[a.length-1]},updateArcLengths:function(){this.needsUpdate= -!0;this.cacheLengths=null;this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var a=[],b=0,c=0,d=this.curves.length;cd;)d+=c;for(;d>c;)d-=c;dc.length-2?c.length-1:a+1],c=c[a>c.length-3?c.length-1:a+2];b.set(Se(d, -e.x,f.x,g.x,c.x),Se(d,e.y,f.y,g.y,c.y));return b};ab.prototype.copy=function(a){S.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;bNumber.EPSILON){if(0>l&&(g=b[f],k=-k,h=b[e],l=-l),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-k*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<= -a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=Ha.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);b=[];if(1===f.length){var g=f[0];var h=new Cb;h.curves=g.curves;b.push(h);return b}var k=!e(f[0].getPoints()),k=a?!k:k;h=[];var l=[],m=[],n=0;l[n]=void 0;m[n]=[];for(var p=0,r=f.length;pd&&this._mixBufferRegion(c,a,3*b,1-d,b);for(var d=b,f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}},saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d= -0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d){Z.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}});Object.assign(Ve.prototype,{getValue:function(a,b){this.bind();var c=this._bindings[this._targetGroup.nCachedObjects_];void 0!==c&&c.getValue(a,b)},setValue:function(a,b){for(var c=this._bindings,d=this._targetGroup.nCachedObjects_,e=c.length;d!==e;++d)c[d].setValue(a,b)},bind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_, -c=a.length;b!==c;++b)a[b].bind()},unbind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].unbind()}});Object.assign(na,{Composite:Ve,create:function(a,b,c){return a&&a.isAnimationObjectGroup?new na.Composite(a,b,c):new na(a,b,c)},sanitizeNodeName:function(a){return a.replace(/\s/g,"_").replace(/[^\w-]/g,"")},parseTrackName:function(){var a=new RegExp("^"+/((?:[\w-]+[\/:])*)/.source+/([\w-\.]+)?/.source+/(?:\.([\w-]+)(?:\[(.+)\])?)?/.source+/\.([\w-]+)(?:\[(.+)\])?/.source+ -"$"),b=["material","materials","bones"];return function(c){var d=a.exec(c);if(!d)throw Error("PropertyBinding: Cannot parse trackName: "+c);var d={nodeName:d[2],objectName:d[3],objectIndex:d[4],propertyName:d[5],propertyIndex:d[6]},e=d.nodeName&&d.nodeName.lastIndexOf(".");if(void 0!==e&&-1!==e){var f=d.nodeName.substring(e+1);-1!==b.indexOf(f)&&(d.nodeName=d.nodeName.substring(0,e),d.objectName=f)}if(null===d.propertyName||0===d.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+ -c);return d}}(),findNode:function(a,b){if(!b||""===b||"root"===b||"."===b||-1===b||b===a.name||b===a.uuid)return a;if(a.skeleton){var c=function(a){for(var c=0;c=b){var m=b++,n=a[m];c[n.uuid]=l;a[l]=n;c[k]=m;a[m]=h;h=0;for(k=e;h!==k;++h){var n=d[h],p= -n[l];n[l]=n[m];n[m]=p}}}this.nCachedObjects_=b},uncache:function(){for(var a,b,c=this._objects,d=c.length,e=this.nCachedObjects_,f=this._indicesByUUID,g=this._bindings,h=g.length,k=0,l=arguments.length;k!==l;++k){b=arguments[k].uuid;var m=f[b];if(void 0!==m)if(delete f[b],mb||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&&(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){var b=this.timeScale,c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0], -b=b*d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200===d)a:{if(-1===e&&(this._loopCount=0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d; --1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c),b=b-c*f,e=e+Math.abs(f),g=this.repetitions-e;0>g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b=0a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time= -b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a,b,c){var d=this._mixer,e=d.time,f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}});Object.assign(Ye.prototype,ja.prototype, -{_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings;a=a._interpolants;var g=c.uuid,h=this._bindingsByRootAndName,k=h[g];void 0===k&&(k={},h[g]=k);for(h=0;h!==e;++h){var l=d[h],m=l.name,n=k[m];if(void 0===n){n=f[h];if(void 0!==n){null===n._cacheIndex&&(++n.referenceCount,this._addInactiveBinding(n,g,m));continue}n=new je(na.create(c,m,b&&b._propertyBindings[h].binding.parsedPath),l.ValueTypeName,l.getValueSize());++n.referenceCount;this._addInactiveBinding(n, -g,m)}f[h]=n;a[h].resultBuffer=n.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}},_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings, -c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length},get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length}, -get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex;return null!==a&&aMath.abs(b)&&(b=1E-8);this.scale.set(.5*this.size,.5*this.size,b);this.lookAt(this.plane.normal);A.prototype.updateMatrixWorld.call(this,a)};var Ld,pe;Eb.prototype=Object.create(A.prototype);Eb.prototype.constructor=Eb;Eb.prototype.setDirection=function(){var a=new p,b;return function(c){.99999c.y?this.quaternion.set(1, -0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();Eb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};Eb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)};hd.prototype=Object.create(ca.prototype);hd.prototype.constructor=hd;var Nd=new p, -te=new qe,ue=new qe,ve=new qe;ya.prototype=Object.create(S.prototype);ya.prototype.constructor=ya;ya.prototype.isCatmullRomCurve3=!0;ya.prototype.getPoint=function(a,b){b=b||new p;var c=this.points,d=c.length;a*=d-(this.closed?0:1);var e=Math.floor(a);a-=e;this.closed?e+=0e&&(e=1);1E-4>d&&(d=e);1E-4>k&&(k=e);te.initNonuniformCatmullRom(f.x,g.x,h.x,c.x,d,e,k);ue.initNonuniformCatmullRom(f.y,g.y,h.y,c.y,d,e,k);ve.initNonuniformCatmullRom(f.z,g.z,h.z,c.z,d,e,k)}else"catmullrom"===this.curveType&&(te.initCatmullRom(f.x,g.x,h.x, -c.x,this.tension),ue.initCatmullRom(f.y,g.y,h.y,c.y,this.tension),ve.initCatmullRom(f.z,g.z,h.z,c.z,this.tension));b.set(te.calc(a),ue.calc(a),ve.calc(a));return b};ya.prototype.copy=function(a){S.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;bm.opacity&&(m.transparent=!0);d.setTextures(k);return d.parse(m)}}()});var He={decodeText:function(a){if("undefined"!==typeof TextDecoder)return(new TextDecoder).decode(a);for(var b="",c=0,d=a.length;cf;f++){var A=h[r++]; +var B=x[2*A];A=x[2*A+1];B=new D(B,A);2!==f&&c.faceVertexUvs[e][v].push(B);0!==f&&c.faceVertexUvs[e][v+1].push(B)}}w&&(w=3*h[r++],t.normal.set(m[w++],m[w++],m[w]),y.normal.copy(t.normal));if(z)for(e=0;4>e;e++)w=3*h[r++],z=new p(m[w++],m[w++],m[w]),2!==e&&t.vertexNormals.push(z),0!==e&&y.vertexNormals.push(z);n&&(n=h[r++],n=l[n],t.color.setHex(n),y.color.setHex(n));if(k)for(e=0;4>e;e++)n=h[r++],n=l[n],2!==e&&t.vertexColors.push(new H(n)),0!==e&&y.vertexColors.push(new H(n));c.faces.push(t);c.faces.push(y)}else{t= +new Ya;t.a=h[r++];t.b=h[r++];t.c=h[r++];v&&(v=h[r++],t.materialIndex=v);v=c.faces.length;if(e)for(e=0;ef;f++)A=h[r++],B=x[2*A],A=x[2*A+1],B=new D(B,A),c.faceVertexUvs[e][v].push(B);w&&(w=3*h[r++],t.normal.set(m[w++],m[w++],m[w]));if(z)for(e=0;3>e;e++)w=3*h[r++],z=new p(m[w++],m[w++],m[w]),t.vertexNormals.push(z);n&&(n=h[r++],t.color.setHex(l[n]));if(k)for(e=0;3>e;e++)n=h[r++],t.vertexColors.push(new H(l[n]));c.faces.push(t)}}d=a;r=void 0!==d.influencesPerVertex? +d.influencesPerVertex:2;if(d.skinWeights)for(g=0,h=d.skinWeights.length;gNumber.EPSILON){if(0>m&&(g=b[f],k=-k,h=b[e],m=-m),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=m*(a.x-g.x)-k*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=$a.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);b=[];if(1=== +f.length){var g=f[0];var h=new jb;h.curves=g.curves;b.push(h);return b}var k=!e(f[0].getPoints()),k=a?!k:k;h=[];var m=[],l=[],n=0;m[n]=void 0;l[n]=[];for(var p=0,r=f.length;pd&&this._mixBufferRegion(c,a,3*b,1-d,b);for(var d=b,f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}}, +saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d){ha.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}});Object.assign(mf.prototype,{getValue:function(a, +b){this.bind();var c=this._bindings[this._targetGroup.nCachedObjects_];void 0!==c&&c.getValue(a,b)},setValue:function(a,b){for(var c=this._bindings,d=this._targetGroup.nCachedObjects_,e=c.length;d!==e;++d)c[d].setValue(a,b)},bind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].bind()},unbind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].unbind()}});Object.assign(qa,{Composite:mf,create:function(a, +b,c){return a&&a.isAnimationObjectGroup?new qa.Composite(a,b,c):new qa(a,b,c)},sanitizeNodeName:function(a){return a.replace(/\s/g,"_").replace(/[^\w-]/g,"")},parseTrackName:function(){var a=new RegExp("^"+/((?:[\w-]+[\/:])*)/.source+/([\w-\.]+)?/.source+/(?:\.([\w-]+)(?:\[(.+)\])?)?/.source+/\.([\w-]+)(?:\[(.+)\])?/.source+"$"),b=["material","materials","bones"];return function(c){var d=a.exec(c);if(!d)throw Error("PropertyBinding: Cannot parse trackName: "+c);var d={nodeName:d[2],objectName:d[3], +objectIndex:d[4],propertyName:d[5],propertyIndex:d[6]},e=d.nodeName&&d.nodeName.lastIndexOf(".");if(void 0!==e&&-1!==e){var f=d.nodeName.substring(e+1);-1!==b.indexOf(f)&&(d.nodeName=d.nodeName.substring(0,e),d.objectName=f)}if(null===d.propertyName||0===d.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+c);return d}}(),findNode:function(a,b){if(!b||""===b||"root"===b||"."===b||-1===b||b===a.name||b===a.uuid)return a;if(a.skeleton){var c=function(a){for(var c= +0;c=b){var l=b++,n=a[l];c[n.uuid]=m;a[m]=n;c[k]=l;a[l]=h;h=0;for(k=e;h!==k;++h){var n=d[h],p=n[m];n[m]=n[l];n[l]=p}}}this.nCachedObjects_=b},uncache:function(){for(var a,b,c=this._objects,d=c.length,e=this.nCachedObjects_,f=this._indicesByUUID,g=this._bindings,h=g.length,k=0,m=arguments.length;k!==m;++k){b=arguments[k].uuid;var l= +f[b];if(void 0!==l)if(delete f[b],lb||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&&(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){var b=this.timeScale,c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0],b=b*d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200=== +d)a:{if(-1===e&&(this._loopCount=0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d;-1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c),b=b-c*f,e=e+Math.abs(f),g=this.repetitions-e;0>g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b=0a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time=b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a, +b,c){var d=this._mixer,e=d.time,f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}});we.prototype=Object.assign(Object.create(za.prototype),{constructor:we,_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings;a=a._interpolants;var g=c.uuid,h=this._bindingsByRootAndName,k=h[g];void 0===k&&(k={},h[g]=k);for(h=0;h!==e;++h){var m= +d[h],l=m.name,n=k[l];if(void 0===n){n=f[h];if(void 0!==n){null===n._cacheIndex&&(++n.referenceCount,this._addInactiveBinding(n,g,l));continue}n=new ve(qa.create(c,l,b&&b._propertyBindings[h].binding.parsedPath),m.ValueTypeName,m.getValueSize());++n.referenceCount;this._addInactiveBinding(n,g,l)}f[h]=n;a[h].resultBuffer=n.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a, +d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}},_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip= +{};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length},get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex; +return null!==a&&aMath.abs(b)&&(b=1E-8);this.scale.set(.5*this.size,.5*this.size,b);this.lookAt(this.plane.normal); +x.prototype.updateMatrixWorld.call(this,a)};var Sd,Ce;Hb.prototype=Object.create(x.prototype);Hb.prototype.constructor=Hb;Hb.prototype.setDirection=function(){var a=new p,b;return function(c){.99999c.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();Hb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix(); +this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};Hb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)};nd.prototype=Object.create(X.prototype);nd.prototype.constructor=nd;C.create=function(a,b){console.log("THREE.Curve.create() has been deprecated");a.prototype=Object.create(C.prototype);a.prototype.constructor=a;a.prototype.getPoint=b;return a};Object.assign(bb.prototype,{createPointsGeometry:function(a){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead."); +a=this.getPoints(a);return this.createGeometry(a)},createSpacedPointsGeometry:function(a){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");a=this.getSpacedPoints(a);return this.createGeometry(a)},createGeometry:function(a){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var b=new L,c=0,d=a.length;c