diff --git a/.gitignore b/.gitignore
index 776941f7..938bafea 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,2 +1,4 @@
/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/
/.idea/
+/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/
+/New Energy Electric Vehicles Field Knowledge Graph/.idea/
diff --git a/.idea/.gitignore b/.idea/.gitignore
deleted file mode 100644
index 0a8642fa..00000000
--- a/.idea/.gitignore
+++ /dev/null
@@ -1,10 +0,0 @@
-# Default ignored files
-/shelf/
-/workspace.xml
-# Editor-based HTTP Client requests
-/httpRequests/
-# Datasource local storage ignored files
-/dataSources/
-/dataSources.local.xml
-# Zeppelin ignored files
-/ZeppelinRemoteNotebooks/
diff --git a/.idea/MPSD.iml b/.idea/MPSD.iml
deleted file mode 100644
index fc55a402..00000000
--- a/.idea/MPSD.iml
+++ /dev/null
@@ -1,11 +0,0 @@
-
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\ No newline at end of file
diff --git a/.idea/compiler.xml b/.idea/compiler.xml
deleted file mode 100644
index 27bbca86..00000000
--- a/.idea/compiler.xml
+++ /dev/null
@@ -1,19 +0,0 @@
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\ No newline at end of file
diff --git a/.idea/encodings.xml b/.idea/encodings.xml
deleted file mode 100644
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--- a/.idea/encodings.xml
+++ /dev/null
@@ -1,7 +0,0 @@
-
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\ No newline at end of file
diff --git a/.idea/jarRepositories.xml b/.idea/jarRepositories.xml
deleted file mode 100644
index 3bd655de..00000000
--- a/.idea/jarRepositories.xml
+++ /dev/null
@@ -1,30 +0,0 @@
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diff --git a/.idea/misc.xml b/.idea/misc.xml
deleted file mode 100644
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--- a/.idea/misc.xml
+++ /dev/null
@@ -1,15 +0,0 @@
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diff --git a/.idea/modules.xml b/.idea/modules.xml
deleted file mode 100644
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--- a/.idea/modules.xml
+++ /dev/null
@@ -1,9 +0,0 @@
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\ No newline at end of file
diff --git a/.idea/vcs.xml b/.idea/vcs.xml
deleted file mode 100644
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--- a/.idea/vcs.xml
+++ /dev/null
@@ -1,6 +0,0 @@
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\ No newline at end of file
diff --git a/Neev-release-ver0.10.1.md b/Neev-release-ver0.10.1.md
index 356238f9..a80024f6 100644
--- a/Neev-release-ver0.10.1.md
+++ b/Neev-release-ver0.10.1.md
@@ -6,7 +6,7 @@
| -------- | ---------------------------------------------------- |
| 发布时间 | 2023-05-30 |
| 版本号 | V0.10.1 |
-| 提交号 | [`7a8c77a`](7a8c77a64190f46bbc0805dc27eea5ab08e23de) |
+| 提交号 | [`fbe2ce7`](fbe2ce74fbc41a9e6010d67ee6076c6831b7a99b) |
## About this version
diff --git a/Neev-release-ver0.10.2.md b/Neev-release-ver0.10.2.md
new file mode 100644
index 00000000..59c0b751
--- /dev/null
+++ b/Neev-release-ver0.10.2.md
@@ -0,0 +1,28 @@
+新能源汽车领域知识图谱Demo 0.10.2-SNAPSHOT
+
+## 版本信息
+
+| **信息** | **描述** |
+| -------- |------------------------------------------------------|
+| 发布时间 | 2023-06-04 |
+| 版本号 | V0.10.2 |
+| 提交号 | [`1206056`](1206056a614b0a30a5a80b0f41b7bf57a646c9c4) |
+
+## About this version
+
+不稳定版本,更改Tool工具类,使节点具备自定义大小的能力
+
+## New
+
+1. Tool类下新增buildNodeWithFeature静态方法,制造节点且具有Node特性
+2. 将市值大小按照中位medianValue成比例缩放,默认值为100亿,默认Node大小为18
+3. info.js大小从后端传值中取值,default依旧取18
+
+## Fixed issues
+
+1. .gitignore忽视.idea和target目录
+
+## Notes
+
+1. 用户透明
+
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/.idea/workspace.xml b/New Energy Electric Vehicles Field Knowledge Graph/.idea/workspace.xml
deleted file mode 100644
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/compiler.xml b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/compiler.xml
deleted file mode 100644
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--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/compiler.xml
+++ /dev/null
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deleted file mode 100644
index aa00ffab..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/encodings.xml
+++ /dev/null
@@ -1,7 +0,0 @@
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/jarRepositories.xml b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/jarRepositories.xml
deleted file mode 100644
index fdfeae33..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/jarRepositories.xml
+++ /dev/null
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deleted file mode 100644
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+++ /dev/null
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/uiDesigner.xml b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/.idea/uiDesigner.xml
deleted file mode 100644
index 2b63946d..00000000
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+++ /dev/null
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deleted file mode 100644
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+++ /dev/null
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deleted file mode 100644
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+++ /dev/null
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/dao/CompanyMapper.java b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/dao/CompanyMapper.java
index f753080d..f5be45ec 100644
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/dao/CompanyMapper.java
+++ b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/dao/CompanyMapper.java
@@ -61,4 +61,6 @@ public interface CompanyMapper {
* @return java.util.List
*/
List findCompanyByIndId(@Param("indId") int indId);
+
+ //测试ci
}
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/unit/Tool.java b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/unit/Tool.java
index f938734b..8e36bec7 100644
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/unit/Tool.java
+++ b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/main/java/indi/zyang/neev/unit/Tool.java
@@ -92,6 +92,13 @@ public static String getIpAddress(HttpServletRequest request) {
return ip;
}
+ /**
+ * @Author Zyang
+ * @Desctription 将市值大小按照中位medianValue成比例缩放,默认值为100亿,默认Node大小为18
+ * @Date 2023/6/5 17:37
+ * @Param [marketValue, medianValue]
+ * @return int
+ */
public static int convertMarketValueToNodeSize(int marketValue,int medianValue){
if (medianValue == 0){
return 18;
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/TcmApplicationTests.java b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/TcmApplicationTests.java
new file mode 100644
index 00000000..79accafa
--- /dev/null
+++ b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/TcmApplicationTests.java
@@ -0,0 +1,13 @@
+package tcm;
+
+import org.junit.jupiter.api.Test;
+import org.springframework.boot.test.context.SpringBootTest;
+
+@SpringBootTest
+class TcmApplicationTests {
+
+ @Test
+ void contextLoads() {
+ }
+
+}
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/dao/ProductMapperTest.java b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/dao/ProductMapperTest.java
new file mode 100644
index 00000000..eb4cf27a
--- /dev/null
+++ b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/dao/ProductMapperTest.java
@@ -0,0 +1,41 @@
+package tcm.dao;
+
+import indi.zyang.neev.dao.ProductMapper;
+import indi.zyang.neev.entity.Product;
+import org.junit.jupiter.api.Test;
+import org.springframework.beans.factory.annotation.Autowired;
+import org.springframework.boot.test.context.SpringBootTest;
+
+import java.util.List;
+
+@SpringBootTest
+public class ProductMapperTest {
+
+ @Autowired
+ ProductMapper productMapper;
+
+ @Test
+ public void findProductByProId(){
+ int productId = 10001;
+ Product product = productMapper.findProductByProId(productId);
+ System.out.println(product.toString());
+ }
+
+ @Test
+ public void findCptProductByProId(){
+ int productId = 10001;
+ List productList = productMapper.findCptProductByProId(productId);
+ for ( Product product : productList){
+ System.out.println(product.toString());
+ }
+ }
+
+ @Test
+ public void findProductByComId(){
+ int comId = 1001;
+ List productList = productMapper.findProductByComId(comId);
+ for ( Product product : productList){
+ System.out.println(product.toString());
+ }
+ }
+}
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/service/impl/ProductServiceImplTest.java b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/service/impl/ProductServiceImplTest.java
new file mode 100644
index 00000000..6dcb8d98
--- /dev/null
+++ b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/src/test/java/tcm/service/impl/ProductServiceImplTest.java
@@ -0,0 +1,20 @@
+package tcm.service.impl;
+
+import indi.zyang.neev.service.ProductService;
+import org.junit.jupiter.api.Test;
+import org.springframework.beans.factory.annotation.Autowired;
+import org.springframework.boot.test.context.SpringBootTest;
+
+import static org.junit.jupiter.api.Assertions.*;
+
+@SpringBootTest
+class BookServiceImplTest {
+
+ @Autowired
+ ProductService productService;
+
+ @Test
+ public void writeIndDataFile() {
+ //bookService.writeBookDataFile("D:/develop/workspace/idea-workspace/practice/tcm/src/main/resources/static/file/book.gexf");
+ }
+}
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/application.properties b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/application.properties
deleted file mode 100644
index 302a2186..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/application.properties
+++ /dev/null
@@ -1,17 +0,0 @@
-spring.datasource.url=jdbc:mysql://localhost:3306/tcm?serverTimezone=Asia/Shanghai
-spring.datasource.username=root
-spring.datasource.password=123456
-spring.datasource.driver-class-name=com.mysql.cj.jdbc.Driver
-spring.datasource.dbcp2.max-idle=10
-spring.datasource.dbcp2.max-total=50
-spring.datasource.dbcp2.max-wait-millis=10000
-spring.datasource.dbcp2.initial-size=5
-spring.datasource.dbcp2.default-transaction-isolation=2
-
-mybatis.mapper-locations=mapper/*.xml
-mybatis.type-aliases-package=indi.zyang.neev.entity
-
-server.port=8080
-
-spring.servlet.multipart.max-file-size=100MB
-spring.servlet.multipart.max-request-size=100MB
\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/NeevApplication.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/NeevApplication.class
deleted file mode 100644
index b769e976..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/CompanyController.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/CompanyController.class
deleted file mode 100644
index 02cfbb41..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/IndustryController.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/IndustryController.class
deleted file mode 100644
index 72a40d13..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/PageController.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/PageController.class
deleted file mode 100644
index c6d611f1..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/ProductController.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/controller/ProductController.class
deleted file mode 100644
index b327dfc1..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Category.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Category.class
deleted file mode 100644
index 1ac6528d..00000000
Binary files a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Category.class and /dev/null differ
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Edge.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Edge.class
deleted file mode 100644
index 5f17e4a5..00000000
Binary files a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Edge.class and /dev/null differ
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/GraphData.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/GraphData.class
deleted file mode 100644
index 10770031..00000000
Binary files a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/GraphData.class and /dev/null differ
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/ImageInfo.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/ImageInfo.class
deleted file mode 100644
index 5538652a..00000000
Binary files a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/ImageInfo.class and /dev/null differ
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Node.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Node.class
deleted file mode 100644
index 12c32721..00000000
Binary files a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Node.class and /dev/null differ
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Tool.class b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/indi/zyang/neev/unit/Tool.class
deleted file mode 100644
index d8d83265..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/correction.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/correction.css
deleted file mode 100644
index 77b70a6a..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/correction.css
+++ /dev/null
@@ -1,77 +0,0 @@
-html,body{
- height: 100%;
- margin: 0px;
- padding: 0px;
- background: url("https://dhh-1301733196.cos.ap-nanjing.myqcloud.com/tcm/start.jpg") no-repeat center;
- background-size: cover;
- background-attachment: fixed;
-}
-
-body main{
- width: 100%;
- height: calc(100% - 65px);
- position: relative;
- top: 65px;
-}
-
-main #editor-toolbar {
- width: 80%;
- margin: 0 auto;
- border: 1px solid #ccc;
-}
-
-#content{
- width: 80%;
- margin: 0 auto;
- height: 70%;
- overflow: hidden;
-}
-
-#tip{
- width: 80%;
- margin: 0 auto;
- height: 60px;
- line-height: 60px;
-}
-
-.key_word{
- color: #ff0000;
-}
-
-#button{
- width: 100px;
- height: 40px;
- line-height: 40px;
- margin: 0 auto;
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\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/head.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/head.css
deleted file mode 100644
index 755032be..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/head.css
+++ /dev/null
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\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/info.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/info.css
deleted file mode 100644
index 3e6b9424..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/info.css
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\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/map.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/map.css
deleted file mode 100644
index 3b227628..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/map.css
+++ /dev/null
@@ -1,45 +0,0 @@
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\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/scrollbar.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/scrollbar.css
deleted file mode 100644
index 43d469a3..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/scrollbar.css
+++ /dev/null
@@ -1,21 +0,0 @@
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\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/search.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/search.css
deleted file mode 100644
index 78280873..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/search.css
+++ /dev/null
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\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/tcm.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/tcm.css
deleted file mode 100644
index 95e8bcc9..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/tcm.css
+++ /dev/null
@@ -1,123 +0,0 @@
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/us.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/us.css
deleted file mode 100644
index 80da4b05..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/us.css
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/wang.css b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/css/wang.css
deleted file mode 100644
index dc30f40a..00000000
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deleted file mode 100644
index f83b44b4..00000000
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index b916aa03..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/back.jpg b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/back.jpg
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/choice.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/choice.png
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index 32e36f90..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/close_black.svg b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/close_black.svg
deleted file mode 100644
index af55f70b..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/close_black.svg
+++ /dev/null
@@ -1 +0,0 @@
-
\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/close_red.svg b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/close_red.svg
deleted file mode 100644
index 45f75deb..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/close_red.svg
+++ /dev/null
@@ -1 +0,0 @@
-
\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/disease.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/disease.png
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index 971497a0..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/download.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/download.png
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index 3d550666..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/geography.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/geography.png
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/herb.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/herb.png
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index f0346e2c..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/img.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/img.png
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index f295ab92..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/label.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/label.png
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index 02973615..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/loading.svg b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/loading.svg
deleted file mode 100644
index a7c5204e..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/loading.svg
+++ /dev/null
@@ -1 +0,0 @@
-
\ No newline at end of file
diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/logo.ico b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/logo.ico
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index 9ae161ce..00000000
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index 7dd90989..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/logo1.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/logo1.png
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index b58b93f8..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/logo2.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/logo2.png
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index 18711200..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/prescription.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/prescription.png
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index 94d15636..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/spread_arrow.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/spread_arrow.png
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index 5f3d3def..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/spread_arrow_white.png b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/images/spread_arrow_white.png
deleted file mode 100644
index 117032ee..00000000
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diff --git a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/js/3d-force-graph.js b/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/js/3d-force-graph.js
deleted file mode 100644
index 7d72e241..00000000
--- a/New Energy Electric Vehicles Field Knowledge Graph/NeevField/target/classes/static/js/3d-force-graph.js
+++ /dev/null
@@ -1,63663 +0,0 @@
-// Version 1.56.6 3d-force-graph - https://github.com/vasturiano/3d-force-graph
-(function (global, factory) {
- typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
- typeof define === 'function' && define.amd ? define(factory) :
- (global = global || self, global.ForceGraph3D = factory());
-}(this, (function () { 'use strict';
-
- function styleInject(css, ref) {
- if ( ref === void 0 ) ref = {};
- var insertAt = ref.insertAt;
-
- if (!css || typeof document === 'undefined') { return; }
-
- var head = document.head || document.getElementsByTagName('head')[0];
- var style = document.createElement('style');
- style.type = 'text/css';
-
- if (insertAt === 'top') {
- if (head.firstChild) {
- head.insertBefore(style, head.firstChild);
- } else {
- head.appendChild(style);
- }
- } else {
- head.appendChild(style);
- }
-
- if (style.styleSheet) {
- style.styleSheet.cssText = css;
- } else {
- style.appendChild(document.createTextNode(css));
- }
- }
-
- var css_248z = ".graph-info-msg {\n top: 50%;\n width: 100%;\n text-align: center;\n color: lavender;\n opacity: 0.7;\n font-size: 22px;\n position: absolute;\n font-family: Sans-serif;\n}\n\n.grabbable {\n cursor: move;\n cursor: grab;\n cursor: -moz-grab;\n cursor: -webkit-grab;\n}\n\n.grabbable:active {\n cursor: grabbing;\n cursor: -moz-grabbing;\n cursor: -webkit-grabbing;\n}";
- styleInject(css_248z);
-
- function _defineProperty(obj, key, value) {
- if (key in obj) {
- Object.defineProperty(obj, key, {
- value: value,
- enumerable: true,
- configurable: true,
- writable: true
- });
- } else {
- obj[key] = value;
- }
-
- return obj;
- }
-
- function ownKeys(object, enumerableOnly) {
- var keys = Object.keys(object);
-
- if (Object.getOwnPropertySymbols) {
- var symbols = Object.getOwnPropertySymbols(object);
- if (enumerableOnly) symbols = symbols.filter(function (sym) {
- return Object.getOwnPropertyDescriptor(object, sym).enumerable;
- });
- keys.push.apply(keys, symbols);
- }
-
- return keys;
- }
-
- function _objectSpread2(target) {
- for (var i = 1; i < arguments.length; i++) {
- var source = arguments[i] != null ? arguments[i] : {};
-
- if (i % 2) {
- ownKeys(Object(source), true).forEach(function (key) {
- _defineProperty(target, key, source[key]);
- });
- } else if (Object.getOwnPropertyDescriptors) {
- Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));
- } else {
- ownKeys(Object(source)).forEach(function (key) {
- Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));
- });
- }
- }
-
- return target;
- }
-
- function _toConsumableArray(arr) {
- return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread();
- }
-
- function _arrayWithoutHoles(arr) {
- if (Array.isArray(arr)) return _arrayLikeToArray(arr);
- }
-
- function _iterableToArray(iter) {
- if (typeof Symbol !== "undefined" && Symbol.iterator in Object(iter)) return Array.from(iter);
- }
-
- function _unsupportedIterableToArray(o, minLen) {
- if (!o) return;
- if (typeof o === "string") return _arrayLikeToArray(o, minLen);
- var n = Object.prototype.toString.call(o).slice(8, -1);
- if (n === "Object" && o.constructor) n = o.constructor.name;
- if (n === "Map" || n === "Set") return Array.from(n);
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);
- }
-
- function _arrayLikeToArray(arr, len) {
- if (len == null || len > arr.length) len = arr.length;
-
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
-
- return arr2;
- }
-
- function _nonIterableSpread() {
- throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
- }
-
- // Polyfills
-
- if ( Number.EPSILON === undefined ) {
-
- Number.EPSILON = Math.pow( 2, - 52 );
-
- }
-
- if ( Number.isInteger === undefined ) {
-
- // Missing in IE
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
-
- Number.isInteger = function ( value ) {
-
- return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
-
- };
-
- }
-
- //
-
- if ( Math.sign === undefined ) {
-
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
-
- Math.sign = function ( x ) {
-
- return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
-
- };
-
- }
-
- if ( 'name' in Function.prototype === false ) {
-
- // Missing in IE
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
-
- Object.defineProperty( Function.prototype, 'name', {
-
- get: function () {
-
- return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
-
- }
-
- } );
-
- }
-
- if ( Object.assign === undefined ) {
-
- // Missing in IE
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
-
- Object.assign = function ( target ) {
-
- if ( target === undefined || target === null ) {
-
- throw new TypeError( 'Cannot convert undefined or null to object' );
-
- }
-
- var output = Object( target );
-
- for ( var index = 1; index < arguments.length; index ++ ) {
-
- var source = arguments[ index ];
-
- if ( source !== undefined && source !== null ) {
-
- for ( var nextKey in source ) {
-
- if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
-
- output[ nextKey ] = source[ nextKey ];
-
- }
-
- }
-
- }
-
- }
-
- return output;
-
- };
-
- }
-
- var REVISION = '111';
- var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
- var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
- 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 VSMShadowMap = 3;
- 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 ACESFilmicToneMapping = 5;
-
- 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 NearestMipMapNearestFilter = 1004;
- var NearestMipmapLinearFilter = 1005;
- var NearestMipMapLinearFilter = 1005;
- var LinearFilter = 1006;
- var LinearMipmapNearestFilter = 1007;
- var LinearMipMapNearestFilter = 1007;
- var LinearMipmapLinearFilter = 1008;
- 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 RedFormat = 1028;
- var RGB_S3TC_DXT1_Format = 33776;
- var RGBA_S3TC_DXT1_Format = 33777;
- var RGBA_S3TC_DXT3_Format = 33778;
- var RGBA_S3TC_DXT5_Format = 33779;
- var RGB_PVRTC_4BPPV1_Format = 35840;
- var RGB_PVRTC_2BPPV1_Format = 35841;
- var RGBA_PVRTC_4BPPV1_Format = 35842;
- var RGBA_PVRTC_2BPPV1_Format = 35843;
- var RGB_ETC1_Format = 36196;
- var RGBA_ASTC_4x4_Format = 37808;
- var RGBA_ASTC_5x4_Format = 37809;
- var RGBA_ASTC_5x5_Format = 37810;
- var RGBA_ASTC_6x5_Format = 37811;
- var RGBA_ASTC_6x6_Format = 37812;
- var RGBA_ASTC_8x5_Format = 37813;
- var RGBA_ASTC_8x6_Format = 37814;
- var RGBA_ASTC_8x8_Format = 37815;
- var RGBA_ASTC_10x5_Format = 37816;
- var RGBA_ASTC_10x6_Format = 37817;
- var RGBA_ASTC_10x8_Format = 37818;
- var RGBA_ASTC_10x10_Format = 37819;
- var RGBA_ASTC_12x10_Format = 37820;
- var RGBA_ASTC_12x12_Format = 37821;
- 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;
- var TangentSpaceNormalMap = 0;
- var ObjectSpaceNormalMap = 1;
-
- var ZeroStencilOp = 0;
- var KeepStencilOp = 7680;
- var ReplaceStencilOp = 7681;
- var IncrementStencilOp = 7682;
- var DecrementStencilOp = 7683;
- var IncrementWrapStencilOp = 34055;
- var DecrementWrapStencilOp = 34056;
- var InvertStencilOp = 5386;
-
- var NeverStencilFunc = 512;
- var LessStencilFunc = 513;
- var EqualStencilFunc = 514;
- var LessEqualStencilFunc = 515;
- var GreaterStencilFunc = 516;
- var NotEqualStencilFunc = 517;
- var GreaterEqualStencilFunc = 518;
- var AlwaysStencilFunc = 519;
-
- var StaticDrawUsage = 35044;
- var DynamicDrawUsage = 35048;
- var StreamDrawUsage = 35040;
- var StaticReadUsage = 35045;
- var DynamicReadUsage = 35049;
- var StreamReadUsage = 35041;
- var StaticCopyUsage = 35046;
- var DynamicCopyUsage = 35050;
- var StreamCopyUsage = 35042;
-
- /**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
-
- function EventDispatcher() {}
-
- Object.assign( EventDispatcher.prototype, {
-
- addEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) this._listeners = {};
-
- var listeners = this._listeners;
-
- if ( listeners[ type ] === undefined ) {
-
- listeners[ type ] = [];
-
- }
-
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
- listeners[ type ].push( listener );
-
- }
-
- },
-
- hasEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return false;
-
- var listeners = this._listeners;
-
- return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
-
- },
-
- removeEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ type ];
-
- if ( listenerArray !== undefined ) {
-
- var index = listenerArray.indexOf( listener );
-
- if ( index !== - 1 ) {
-
- listenerArray.splice( index, 1 );
-
- }
-
- }
-
- },
-
- dispatchEvent: function ( event ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ event.type ];
-
- 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 );
-
- }
-
- }
-
- }
-
- } );
-
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
- var _lut = [];
-
- for ( var i = 0; i < 256; i ++ ) {
-
- _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
-
- }
-
- var _Math = {
-
- DEG2RAD: Math.PI / 180,
- RAD2DEG: 180 / Math.PI,
-
- generateUUID: function () {
-
- // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
-
- var d0 = Math.random() * 0xffffffff | 0;
- var d1 = Math.random() * 0xffffffff | 0;
- var d2 = Math.random() * 0xffffffff | 0;
- var d3 = Math.random() * 0xffffffff | 0;
- var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
- _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
- _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
- _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
-
- // .toUpperCase() here flattens concatenated strings to save heap memory space.
- return uuid.toUpperCase();
-
- },
-
- clamp: function ( value, min, max ) {
-
- return Math.max( min, Math.min( max, value ) );
-
- },
-
- // compute euclidian modulo of m % n
- // https://en.wikipedia.org/wiki/Modulo_operation
-
- euclideanModulo: function ( n, m ) {
-
- return ( ( n % m ) + m ) % m;
-
- },
-
- // Linear mapping from range to range
-
- mapLinear: function ( x, a1, a2, b1, b2 ) {
-
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
-
- },
-
- // https://en.wikipedia.org/wiki/Linear_interpolation
-
- lerp: function ( x, y, t ) {
-
- return ( 1 - t ) * x + t * y;
-
- },
-
- // http://en.wikipedia.org/wiki/Smoothstep
-
- smoothstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * ( 3 - 2 * x );
-
- },
-
- smootherstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
-
- },
-
- // Random integer from interval
-
- randInt: function ( low, high ) {
-
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
-
- },
-
- // Random float from interval
-
- randFloat: function ( low, high ) {
-
- return low + Math.random() * ( high - low );
-
- },
-
- // Random float from <-range/2, range/2> interval
-
- randFloatSpread: function ( range ) {
-
- return range * ( 0.5 - Math.random() );
-
- },
-
- degToRad: function ( degrees ) {
-
- return degrees * _Math.DEG2RAD;
-
- },
-
- radToDeg: function ( radians ) {
-
- return radians * _Math.RAD2DEG;
-
- },
-
- isPowerOfTwo: function ( value ) {
-
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
-
- },
-
- ceilPowerOfTwo: function ( value ) {
-
- return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
-
- },
-
- floorPowerOfTwo: function ( value ) {
-
- return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
-
- }
-
- };
-
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
- function Vector2( x, y ) {
-
- this.x = x || 0;
- this.y = y || 0;
-
- }
-
- Object.defineProperties( Vector2.prototype, {
-
- "width": {
-
- get: function () {
-
- return this.x;
-
- },
-
- set: function ( value ) {
-
- this.x = value;
-
- }
-
- },
-
- "height": {
-
- get: function () {
-
- return this.y;
-
- },
-
- set: function ( value ) {
-
- this.y = value;
-
- }
-
- }
-
- } );
-
- Object.assign( Vector2.prototype, {
-
- isVector2: true,
-
- set: function ( x, y ) {
-
- this.x = x;
- this.y = y;
-
- return this;
-
- },
-
- setScalar: function ( scalar ) {
-
- this.x = scalar;
- this.y = scalar;
-
- return this;
-
- },
-
- 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 ( minVal, maxVal ) {
-
- this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
- this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
-
- return this;
-
- },
-
- clampLength: 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;
-
- },
-
- cross: function ( v ) {
-
- return this.x * v.y - this.y * v.x;
-
- },
-
- 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 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, {
-
- isQuaternion: true,
-
- 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 ( vFrom, vTo ) {
-
- // assumes direction vectors vFrom and vTo are normalized
-
- var EPS = 0.000001;
-
- var r = vFrom.dot( vTo ) + 1;
-
- if ( r < EPS ) {
-
- r = 0;
-
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
-
- this._x = - vFrom.y;
- this._y = vFrom.x;
- this._z = 0;
- this._w = r;
-
- } else {
-
- this._x = 0;
- this._y = - vFrom.z;
- this._z = vFrom.y;
- this._w = r;
-
- }
-
- } else {
-
- // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
-
- this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
- this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
- this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
- this._w = r;
-
- }
-
- return this.normalize();
-
- },
-
- angleTo: function ( q ) {
-
- return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
-
- },
-
- rotateTowards: function ( q, step ) {
-
- var angle = this.angleTo( q );
-
- if ( angle === 0 ) return this;
-
- var t = Math.min( 1, step / angle );
-
- this.slerp( q, t );
-
- return this;
-
- },
-
- inverse: function () {
-
- // quaternion is assumed to have unit length
-
- return this.conjugate();
-
- },
-
- 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 sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
-
- if ( sqrSinHalfTheta <= Number.EPSILON ) {
-
- var s = 1 - t;
- this._w = s * w + t * this._w;
- this._x = s * x + t * this._x;
- this._y = s * y + t * this._y;
- this._z = s * z + t * this._z;
-
- this.normalize();
- this._onChangeCallback();
-
- return this;
-
- }
-
- var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
- 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
- */
-
- var _vector = new Vector3();
- var _quaternion = new Quaternion();
-
- 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 ( 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 ( 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;
-
- },
-
- applyNormalMatrix: function ( m ) {
-
- return this.applyMatrix3( m ).normalize();
-
- },
-
- 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 ( camera ) {
-
- return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
-
- },
-
- unproject: function ( camera ) {
-
- return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
-
- },
-
- 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 ( minVal, maxVal ) {
-
- this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
- this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
- this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
-
- return this;
-
- },
-
- clampLength: 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 ( v ) {
-
- // v cannot be the zero v
-
- var scalar = v.dot( this ) / v.lengthSq();
-
- return this.copy( v ).multiplyScalar( scalar );
-
- },
-
- projectOnPlane: function ( planeNormal ) {
-
- _vector.copy( this ).projectOnVector( planeNormal );
-
- return this.sub( _vector );
-
- },
-
- reflect: function ( normal ) {
-
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
-
- return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
-
- },
-
- angleTo: function ( v ) {
-
- var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
-
- if ( denominator === 0 ) console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' );
-
- var theta = this.dot( v ) / denominator;
-
- // 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 ) {
-
- return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
-
- },
-
- setFromSphericalCoords: function ( radius, phi, theta ) {
-
- var sinPhiRadius = Math.sin( phi ) * radius;
-
- this.x = sinPhiRadius * Math.sin( theta );
- this.y = Math.cos( phi ) * radius;
- this.z = sinPhiRadius * Math.cos( theta );
-
- return this;
-
- },
-
- setFromCylindrical: function ( c ) {
-
- return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
-
- },
-
- setFromCylindricalCoords: function ( radius, theta, y ) {
-
- this.x = radius * Math.sin( theta );
- this.y = y;
- this.z = radius * Math.cos( 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
- */
-
- var _vector$1 = new Vector3();
-
- 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 ( attribute ) {
-
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
-
- _vector$1.x = attribute.getX( i );
- _vector$1.y = attribute.getY( i );
- _vector$1.z = attribute.getZ( i );
-
- _vector$1.applyMatrix3( this );
-
- attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.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 _canvas;
-
- var ImageUtils = {
-
- getDataURL: function ( image ) {
-
- var canvas;
-
- if ( typeof HTMLCanvasElement == 'undefined' ) {
-
- return image.src;
-
- } else if ( image instanceof HTMLCanvasElement ) {
-
- canvas = image;
-
- } else {
-
- if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
-
- _canvas.width = image.width;
- _canvas.height = image.height;
-
- var context = _canvas.getContext( '2d' );
-
- if ( image instanceof ImageData ) {
-
- context.putImageData( image, 0, 0 );
-
- } else {
-
- context.drawImage( image, 0, 0, image.width, image.height );
-
- }
-
- canvas = _canvas;
-
- }
-
- if ( canvas.width > 2048 || canvas.height > 2048 ) {
-
- return canvas.toDataURL( 'image/jpeg', 0.6 );
-
- } else {
-
- return canvas.toDataURL( 'image/png' );
-
- }
-
- }
-
- };
-
- /**
- * @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,
-
- updateMatrix: function () {
-
- this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
-
- },
-
- 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 ];
-
- }
-
- 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 ],
-
- format: this.format,
- type: this.type,
- encoding: this.encoding,
-
- minFilter: this.minFilter,
- magFilter: this.magFilter,
- anisotropy: this.anisotropy,
-
- flipY: this.flipY,
-
- premultiplyAlpha: this.premultiplyAlpha,
- unpackAlignment: this.unpackAlignment
-
- };
-
- if ( this.image !== undefined ) {
-
- // TODO: Move to THREE.Image
-
- var image = this.image;
-
- if ( image.uuid === undefined ) {
-
- image.uuid = _Math.generateUUID(); // UGH
-
- }
-
- if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
-
- var url;
-
- if ( Array.isArray( image ) ) {
-
- // process array of images e.g. CubeTexture
-
- url = [];
-
- for ( var i = 0, l = image.length; i < l; i ++ ) {
-
- url.push( ImageUtils.getDataURL( image[ i ] ) );
-
- }
-
- } else {
-
- // process single image
-
- url = ImageUtils.getDataURL( image );
-
- }
-
- meta.images[ image.uuid ] = {
- uuid: image.uuid,
- url: url
- };
-
- }
-
- 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;
-
- uv.applyMatrix3( this.matrix );
-
- if ( uv.x < 0 || uv.x > 1 ) {
-
- switch ( this.wrapS ) {
-
- case RepeatWrapping:
-
- uv.x = uv.x - Math.floor( uv.x );
- break;
-
- case ClampToEdgeWrapping:
-
- uv.x = uv.x < 0 ? 0 : 1;
- break;
-
- case MirroredRepeatWrapping:
-
- if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
-
- uv.x = Math.ceil( uv.x ) - uv.x;
-
- } else {
-
- uv.x = uv.x - Math.floor( uv.x );
-
- }
- break;
-
- }
-
- }
-
- if ( uv.y < 0 || uv.y > 1 ) {
-
- switch ( this.wrapT ) {
-
- case RepeatWrapping:
-
- uv.y = uv.y - Math.floor( uv.y );
- break;
-
- case ClampToEdgeWrapping:
-
- uv.y = uv.y < 0 ? 0 : 1;
- break;
-
- case MirroredRepeatWrapping:
-
- if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
-
- uv.y = Math.ceil( uv.y ) - uv.y;
-
- } else {
-
- uv.y = uv.y - Math.floor( uv.y );
-
- }
- break;
-
- }
-
- }
-
- if ( this.flipY ) {
-
- uv.y = 1 - uv.y;
-
- }
-
- return uv;
-
- }
-
- } );
-
- 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.defineProperties( Vector4.prototype, {
-
- "width": {
-
- get: function () {
-
- return this.z;
-
- },
-
- set: function ( value ) {
-
- this.z = value;
-
- }
-
- },
-
- "height": {
-
- get: function () {
-
- return this.w;
-
- },
-
- set: function ( value ) {
-
- this.w = value;
-
- }
-
- }
-
- } );
-
- 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 ( minVal, maxVal ) {
-
- this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
- this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
- this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
- this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
-
- return this;
-
- },
-
- clampLength: 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.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 || {};
-
- this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
-
- this.texture.image = {};
- this.texture.image.width = width;
- this.texture.image.height = height;
-
- this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
- this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
-
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : 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.texture.image.width = width;
- this.texture.image.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 Mugen87 / https://github.com/Mugen87
- * @author Matt DesLauriers / @mattdesl
- */
-
- function WebGLMultisampleRenderTarget( width, height, options ) {
-
- WebGLRenderTarget.call( this, width, height, options );
-
- this.samples = 4;
-
- }
-
- WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
-
- constructor: WebGLMultisampleRenderTarget,
-
- isWebGLMultisampleRenderTarget: true,
-
- copy: function ( source ) {
-
- WebGLRenderTarget.prototype.copy.call( this, source );
-
- this.samples = source.samples;
-
- return this;
-
- }
-
- } );
-
- var _v1 = new Vector3();
- var _m1 = new Matrix4();
- var _zero = new Vector3( 0, 0, 0 );
- var _one = new Vector3( 1, 1, 1 );
- var _x = new Vector3();
- var _y = new Vector3();
- var _z = new Vector3();
-
- /**
- * @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 ( m ) {
-
- // this method does not support reflection matrices
-
- 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[ 3 ] = 0;
-
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
- te[ 7 ] = 0;
-
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
- te[ 11 ] = 0;
-
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- makeRotationFromEuler: 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;
-
- }
-
- // bottom row
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // last column
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- makeRotationFromQuaternion: function ( q ) {
-
- return this.compose( _zero, q, _one );
-
- },
-
- lookAt: function ( 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 ( 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 ( x, y, z ) {
-
- var te = this.elements;
-
- if ( x.isVector3 ) {
-
- te[ 12 ] = x.x;
- te[ 13 ] = x.y;
- te[ 14 ] = x.z;
-
- } else {
-
- te[ 12 ] = x;
- te[ 13 ] = y;
- te[ 14 ] = z;
-
- }
-
- return this;
-
- },
-
- 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 ) {
-
- var te = this.elements;
-
- var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._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;
-
- var sx = scale.x, sy = scale.y, sz = scale.z;
-
- te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
- te[ 1 ] = ( xy + wz ) * sx;
- te[ 2 ] = ( xz - wy ) * sx;
- te[ 3 ] = 0;
-
- te[ 4 ] = ( xy - wz ) * sy;
- te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
- te[ 6 ] = ( yz + wx ) * sy;
- te[ 7 ] = 0;
-
- te[ 8 ] = ( xz + wy ) * sz;
- te[ 9 ] = ( yz - wx ) * sz;
- te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
- te[ 11 ] = 0;
-
- te[ 12 ] = position.x;
- te[ 13 ] = position.y;
- te[ 14 ] = position.z;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- decompose: function ( position, quaternion, scale ) {
-
- var te = this.elements;
-
- var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- var sz = _v1.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
- _m1.copy( this );
-
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
-
- _m1.elements[ 0 ] *= invSX;
- _m1.elements[ 1 ] *= invSX;
- _m1.elements[ 2 ] *= invSX;
-
- _m1.elements[ 4 ] *= invSY;
- _m1.elements[ 5 ] *= invSY;
- _m1.elements[ 6 ] *= invSY;
-
- _m1.elements[ 8 ] *= invSZ;
- _m1.elements[ 9 ] *= invSZ;
- _m1.elements[ 10 ] *= invSZ;
-
- quaternion.setFromRotationMatrix( _m1 );
-
- 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 mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- */
-
- var _matrix = new Matrix4();
- var _quaternion$1 = new Quaternion();
-
- 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 ) < 0.9999999 ) {
-
- 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 ) < 0.9999999 ) {
-
- 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 ) < 0.9999999 ) {
-
- 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 ) < 0.9999999 ) {
-
- 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 ) < 0.9999999 ) {
-
- 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 ) < 0.9999999 ) {
-
- 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 ( 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 ( newOrder ) {
-
- // WARNING: this discards revolution information -bhouston
-
- _quaternion$1.setFromEuler( this );
-
- return this.setFromQuaternion( _quaternion$1, 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;
-
- },
-
- enableAll: function () {
-
- this.mask = 0xffffffff | 0;
-
- },
-
- toggle: function ( channel ) {
-
- this.mask ^= 1 << channel | 0;
-
- },
-
- disable: function ( channel ) {
-
- this.mask &= ~ ( 1 << channel | 0 );
-
- },
-
- disableAll: function () {
-
- this.mask = 0;
-
- },
-
- test: function ( layers ) {
-
- return ( this.mask & layers.mask ) !== 0;
-
- }
-
- } );
-
- var _object3DId = 0;
-
- var _v1$1 = new Vector3();
- var _q1 = new Quaternion();
- var _m1$1 = new Matrix4();
- var _target = new Vector3();
-
- var _position = new Vector3();
- var _scale = new Vector3();
- var _quaternion$2 = new Quaternion();
-
- var _xAxis = new Vector3( 1, 0, 0 );
- var _yAxis = new Vector3( 0, 1, 0 );
- var _zAxis = new Vector3( 0, 0, 1 );
-
- var _addedEvent = { type: 'added' };
- var _removedEvent = { type: 'removed' };
-
- /**
- * @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
- */
-
- 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: {
- configurable: true,
- enumerable: true,
- value: position
- },
- rotation: {
- configurable: true,
- enumerable: true,
- value: rotation
- },
- quaternion: {
- configurable: true,
- enumerable: true,
- value: quaternion
- },
- scale: {
- configurable: true,
- enumerable: true,
- value: scale
- },
- modelViewMatrix: {
- value: new Matrix4()
- },
- normalMatrix: {
- value: new Matrix3()
- }
- } );
-
- this.matrix = new Matrix4();
- this.matrixWorld = new Matrix4();
-
- this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
- this.matrixWorldNeedsUpdate = false;
-
- this.layers = new Layers();
- this.visible = true;
-
- this.castShadow = false;
- this.receiveShadow = false;
-
- this.frustumCulled = true;
- this.renderOrder = 0;
-
- this.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 ) {
-
- if ( this.matrixAutoUpdate ) this.updateMatrix();
-
- this.matrix.premultiply( 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 ( axis, angle ) {
-
- // rotate object on axis in object space
- // axis is assumed to be normalized
-
- _q1.setFromAxisAngle( axis, angle );
-
- this.quaternion.multiply( _q1 );
-
- return this;
-
- },
-
- rotateOnWorldAxis: function ( axis, angle ) {
-
- // rotate object on axis in world space
- // axis is assumed to be normalized
- // method assumes no rotated parent
-
- _q1.setFromAxisAngle( axis, angle );
-
- this.quaternion.premultiply( _q1 );
-
- return this;
-
- },
-
- rotateX: function ( angle ) {
-
- return this.rotateOnAxis( _xAxis, angle );
-
- },
-
- rotateY: function ( angle ) {
-
- return this.rotateOnAxis( _yAxis, angle );
-
- },
-
- rotateZ: function ( angle ) {
-
- return this.rotateOnAxis( _zAxis, angle );
-
- },
-
- translateOnAxis: function ( axis, distance ) {
-
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
-
- _v1$1.copy( axis ).applyQuaternion( this.quaternion );
-
- this.position.add( _v1$1.multiplyScalar( distance ) );
-
- return this;
-
- },
-
- translateX: function ( distance ) {
-
- return this.translateOnAxis( _xAxis, distance );
-
- },
-
- translateY: function ( distance ) {
-
- return this.translateOnAxis( _yAxis, distance );
-
- },
-
- translateZ: function ( distance ) {
-
- return this.translateOnAxis( _zAxis, distance );
-
- },
-
- localToWorld: function ( vector ) {
-
- return vector.applyMatrix4( this.matrixWorld );
-
- },
-
- worldToLocal: function ( vector ) {
-
- return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
-
- },
-
- lookAt: function ( x, y, z ) {
-
- // This method does not support objects having non-uniformly-scaled parent(s)
-
- if ( x.isVector3 ) {
-
- _target.copy( x );
-
- } else {
-
- _target.set( x, y, z );
-
- }
-
- var parent = this.parent;
-
- this.updateWorldMatrix( true, false );
-
- _position.setFromMatrixPosition( this.matrixWorld );
-
- if ( this.isCamera || this.isLight ) {
-
- _m1$1.lookAt( _position, _target, this.up );
-
- } else {
-
- _m1$1.lookAt( _target, _position, this.up );
-
- }
-
- this.quaternion.setFromRotationMatrix( _m1$1 );
-
- if ( parent ) {
-
- _m1$1.extractRotation( parent.matrixWorld );
- _q1.setFromRotationMatrix( _m1$1 );
- this.quaternion.premultiply( _q1.inverse() );
-
- }
-
- },
-
- 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;
- this.children.push( object );
-
- object.dispatchEvent( _addedEvent );
-
- } 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;
- this.children.splice( index, 1 );
-
- object.dispatchEvent( _removedEvent );
-
- }
-
- return this;
-
- },
-
- attach: function ( object ) {
-
- // adds object as a child of this, while maintaining the object's world transform
-
- this.updateWorldMatrix( true, false );
-
- _m1$1.getInverse( this.matrixWorld );
-
- if ( object.parent !== null ) {
-
- object.parent.updateWorldMatrix( true, false );
-
- _m1$1.multiply( object.parent.matrixWorld );
-
- }
-
- object.applyMatrix( _m1$1 );
-
- object.updateWorldMatrix( false, false );
-
- this.add( object );
-
- 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 ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
- target = new Vector3();
-
- }
-
- this.updateMatrixWorld( true );
-
- return target.setFromMatrixPosition( this.matrixWorld );
-
- },
-
- getWorldQuaternion: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
- target = new Quaternion();
-
- }
-
- this.updateMatrixWorld( true );
-
- this.matrixWorld.decompose( _position, target, _scale );
-
- return target;
-
- },
-
- getWorldScale: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
- target = new Vector3();
-
- }
-
- this.updateMatrixWorld( true );
-
- this.matrixWorld.decompose( _position, _quaternion$2, target );
-
- return target;
-
- },
-
- getWorldDirection: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
- target = new Vector3();
-
- }
-
- this.updateMatrixWorld( true );
-
- var e = this.matrixWorld.elements;
-
- return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
-
- },
-
- 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 );
-
- }
-
- },
-
- updateWorldMatrix: function ( updateParents, updateChildren ) {
-
- var parent = this.parent;
-
- if ( updateParents === true && parent !== null ) {
-
- parent.updateWorldMatrix( true, false );
-
- }
-
- if ( this.matrixAutoUpdate ) this.updateMatrix();
-
- if ( this.parent === null ) {
-
- this.matrixWorld.copy( this.matrix );
-
- } else {
-
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
-
- }
-
- // update children
-
- if ( updateChildren === true ) {
-
- var children = this.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- children[ i ].updateWorldMatrix( false, true );
-
- }
-
- }
-
- },
-
- 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 ( this.frustumCulled === false ) object.frustumCulled = false;
- if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
- if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
-
- object.layers = this.layers.mask;
- object.matrix = this.matrix.toArray();
-
- if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
-
- // object specific properties
-
- if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
-
- if ( this.isInstancedMesh ) {
-
- object.type = 'InstancedMesh';
- object.count = this.count;
- object.instanceMatrix = this.instanceMatrix.toJSON();
-
- }
-
- //
-
- function serialize( library, element ) {
-
- if ( library[ element.uuid ] === undefined ) {
-
- library[ element.uuid ] = element.toJSON( meta );
-
- }
-
- return element.uuid;
-
- }
-
- if ( this.isMesh || this.isLine || this.isPoints ) {
-
- 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/
- */
-
- function Scene() {
-
- Object3D.call( this );
-
- this.type = 'Scene';
-
- this.background = null;
- this.fog = null;
- this.overrideMaterial = null;
-
- this.autoUpdate = true; // checked by the renderer
-
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
-
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
-
- }
-
- }
-
- Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
-
- constructor: Scene,
-
- isScene: true,
-
- 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;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
- } );
-
- var _points = [
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3()
- ];
-
- var _vector$2 = new Vector3();
-
- var _box = new Box3();
-
- // triangle centered vertices
-
- var _v0 = new Vector3();
- var _v1$2 = new Vector3();
- var _v2 = new Vector3();
-
- // triangle edge vectors
-
- var _f0 = new Vector3();
- var _f1 = new Vector3();
- var _f2 = new Vector3();
-
- var _center = new Vector3();
- var _extents = new Vector3();
- var _triangleNormal = new Vector3();
- var _testAxis = new Vector3();
-
- /**
- * @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 ( center, size ) {
-
- var halfSize = _vector$2.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 ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Box3: .getCenter() target is now required' );
- target = new Vector3();
-
- }
-
- return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- getSize: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Box3: .getSize() target is now required' );
- target = new Vector3();
-
- }
-
- return this.isEmpty() ? target.set( 0, 0, 0 ) : target.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 ( object ) {
-
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and children's, world transforms
-
- object.updateWorldMatrix( false, false );
-
- var geometry = object.geometry;
-
- if ( geometry !== undefined ) {
-
- if ( geometry.boundingBox === null ) {
-
- geometry.computeBoundingBox();
-
- }
-
- _box.copy( geometry.boundingBox );
- _box.applyMatrix4( object.matrixWorld );
-
- this.expandByPoint( _box.min );
- this.expandByPoint( _box.max );
-
- }
-
- var children = object.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- this.expandByObject( children[ i ] );
-
- }
-
- 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, target ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Box3: .getParameter() target is now required' );
- target = new Vector3();
-
- }
-
- return target.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
-
- },
-
- intersectsBox: 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 ( sphere ) {
-
- // Find the point on the AABB closest to the sphere center.
- this.clampPoint( sphere.center, _vector$2 );
-
- // If that point is inside the sphere, the AABB and sphere intersect.
- return _vector$2.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 );
-
- },
-
- intersectsTriangle: function ( triangle ) {
-
- if ( this.isEmpty() ) {
-
- return false;
-
- }
-
- // compute box center and extents
- this.getCenter( _center );
- _extents.subVectors( this.max, _center );
-
- // translate triangle to aabb origin
- _v0.subVectors( triangle.a, _center );
- _v1$2.subVectors( triangle.b, _center );
- _v2.subVectors( triangle.c, _center );
-
- // compute edge vectors for triangle
- _f0.subVectors( _v1$2, _v0 );
- _f1.subVectors( _v2, _v1$2 );
- _f2.subVectors( _v0, _v2 );
-
- // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
- // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
- // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
- var axes = [
- 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
- _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
- - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
- ];
- if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
-
- return false;
-
- }
-
- // test 3 face normals from the aabb
- axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
- if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
-
- return false;
-
- }
-
- // finally testing the face normal of the triangle
- // use already existing triangle edge vectors here
- _triangleNormal.crossVectors( _f0, _f1 );
- axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
-
- return satForAxes( axes, _v0, _v1$2, _v2, _extents );
-
- },
-
- clampPoint: function ( point, target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Box3: .clampPoint() target is now required' );
- target = new Vector3();
-
- }
-
- return target.copy( point ).clamp( this.min, this.max );
-
- },
-
- distanceToPoint: function ( point ) {
-
- var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
-
- return clampedPoint.sub( point ).length();
-
- },
-
- getBoundingSphere: function ( target ) {
-
- if ( target === undefined ) {
-
- console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
- //target = new Sphere(); // removed to avoid cyclic dependency
-
- }
-
- this.getCenter( target.center );
-
- target.radius = this.getSize( _vector$2 ).length() * 0.5;
-
- return target;
-
- },
-
- 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 ( 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 );
-
- }
-
- } );
-
- function satForAxes( axes, v0, v1, v2, extents ) {
-
- var i, j;
-
- for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
-
- _testAxis.fromArray( axes, i );
- // project the aabb onto the seperating axis
- var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
- // project all 3 vertices of the triangle onto the seperating axis
- var p0 = v0.dot( _testAxis );
- var p1 = v1.dot( _testAxis );
- var p2 = v2.dot( _testAxis );
- // actual test, basically see if either of the most extreme of the triangle points intersects r
- if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
-
- // points of the projected triangle are outside the projected half-length of the aabb
- // the axis is seperating and we can exit
- return false;
-
- }
-
- }
-
- return true;
-
- }
-
- var _box$1 = new Box3();
-
- /**
- * @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 ( points, optionalCenter ) {
-
- var center = this.center;
-
- if ( optionalCenter !== undefined ) {
-
- center.copy( optionalCenter );
-
- } else {
-
- _box$1.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, target ) {
-
- var deltaLengthSq = this.center.distanceToSquared( point );
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
- target = new Vector3();
-
- }
-
- target.copy( point );
-
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
-
- target.sub( this.center ).normalize();
- target.multiplyScalar( this.radius ).add( this.center );
-
- }
-
- return target;
-
- },
-
- getBoundingBox: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
- target = new Box3();
-
- }
-
- target.set( this.center, this.center );
- target.expandByScalar( this.radius );
-
- return target;
-
- },
-
- 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 );
-
- }
-
- } );
-
- var _vector$3 = new Vector3();
- var _segCenter = new Vector3();
- var _segDir = new Vector3();
- var _diff = new Vector3();
-
- var _edge1 = new Vector3();
- var _edge2 = new Vector3();
- var _normal = new Vector3();
-
- /**
- * @author bhouston / http://clara.io
- */
-
- function Ray( origin, direction ) {
-
- this.origin = ( origin !== undefined ) ? origin : new Vector3();
- this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
-
- }
-
- 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, target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Ray: .at() target is now required' );
- target = new Vector3();
-
- }
-
- return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
-
- },
-
- lookAt: function ( v ) {
-
- this.direction.copy( v ).sub( this.origin ).normalize();
-
- return this;
-
- },
-
- recast: function ( t ) {
-
- this.origin.copy( this.at( t, _vector$3 ) );
-
- return this;
-
- },
-
- closestPointToPoint: function ( point, target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
- target = new Vector3();
-
- }
-
- target.subVectors( point, this.origin );
-
- var directionDistance = target.dot( this.direction );
-
- if ( directionDistance < 0 ) {
-
- return target.copy( this.origin );
-
- }
-
- return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- },
-
- distanceToPoint: function ( point ) {
-
- return Math.sqrt( this.distanceSqToPoint( point ) );
-
- },
-
- distanceSqToPoint: function ( point ) {
-
- var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
-
- // point behind the ray
-
- if ( directionDistance < 0 ) {
-
- return this.origin.distanceToSquared( point );
-
- }
-
- _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- return _vector$3.distanceToSquared( point );
-
- },
-
- distanceSqToSegment: function ( 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 ( sphere, target ) {
-
- _vector$3.subVectors( sphere.center, this.origin );
- var tca = _vector$3.dot( this.direction );
- var d2 = _vector$3.dot( _vector$3 ) - 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, target );
-
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, target );
-
- },
-
- intersectsSphere: function ( sphere ) {
-
- return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * 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, target ) {
-
- var t = this.distanceToPlane( plane );
-
- if ( t === null ) {
-
- return null;
-
- }
-
- return this.at( t, target );
-
- },
-
- 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, target ) {
-
- 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, target );
-
- },
-
- intersectsBox: function ( box ) {
-
- return this.intersectBox( box, _vector$3 ) !== null;
-
- },
-
- intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
-
- // Compute the offset origin, edges, and normal.
-
- // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
-
- _edge1.subVectors( b, a );
- _edge2.subVectors( c, a );
- _normal.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, target );
-
- },
-
- 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
- */
-
- var _vector1 = new Vector3();
- var _vector2 = new Vector3();
- var _normalMatrix = new Matrix3();
-
- 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, {
-
- isPlane: true,
-
- 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 ( a, b, c ) {
-
- var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
-
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
-
- this.setFromNormalAndCoplanarPoint( normal, a );
-
- return this;
-
- },
-
- 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, target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Plane: .projectPoint() target is now required' );
- target = new Vector3();
-
- }
-
- return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
-
- },
-
- intersectLine: function ( line, target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Plane: .intersectLine() target is now required' );
- target = new Vector3();
-
- }
-
- var direction = line.delta( _vector1 );
-
- var denominator = this.normal.dot( direction );
-
- if ( denominator === 0 ) {
-
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) === 0 ) {
-
- return target.copy( line.start );
-
- }
-
- // Unsure if this is the correct method to handle this case.
- return undefined;
-
- }
-
- var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
-
- if ( t < 0 || t > 1 ) {
-
- return undefined;
-
- }
-
- return target.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 ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
- target = new Vector3();
-
- }
-
- return target.copy( this.normal ).multiplyScalar( - this.constant );
-
- },
-
- applyMatrix4: function ( matrix, optionalNormalMatrix ) {
-
- var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
-
- var referencePoint = this.coplanarPoint( _vector1 ).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 bhouston / http://clara.io
- * @author mrdoob / http://mrdoob.com/
- */
-
- var _v0$1 = new Vector3();
- var _v1$3 = new Vector3();
- var _v2$1 = new Vector3();
- var _v3 = new Vector3();
-
- var _vab = new Vector3();
- var _vac = new Vector3();
- var _vbc = new Vector3();
- var _vap = new Vector3();
- var _vbp = new Vector3();
- var _vcp = new Vector3();
-
- 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, {
-
- getNormal: function ( a, b, c, target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Triangle: .getNormal() target is now required' );
- target = new Vector3();
-
- }
-
- target.subVectors( c, b );
- _v0$1.subVectors( a, b );
- target.cross( _v0$1 );
-
- var targetLengthSq = target.lengthSq();
- if ( targetLengthSq > 0 ) {
-
- return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
-
- }
-
- return target.set( 0, 0, 0 );
-
- },
-
- // static/instance method to calculate barycentric coordinates
- // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
- getBarycoord: function ( point, a, b, c, target ) {
-
- _v0$1.subVectors( c, a );
- _v1$3.subVectors( b, a );
- _v2$1.subVectors( point, a );
-
- var dot00 = _v0$1.dot( _v0$1 );
- var dot01 = _v0$1.dot( _v1$3 );
- var dot02 = _v0$1.dot( _v2$1 );
- var dot11 = _v1$3.dot( _v1$3 );
- var dot12 = _v1$3.dot( _v2$1 );
-
- var denom = ( dot00 * dot11 - dot01 * dot01 );
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
- target = 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 target.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 target.set( 1 - u - v, v, u );
-
- },
-
- containsPoint: function ( point, a, b, c ) {
-
- Triangle.getBarycoord( point, a, b, c, _v3 );
-
- return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
-
- },
-
- getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
-
- this.getBarycoord( point, p1, p2, p3, _v3 );
-
- target.set( 0, 0 );
- target.addScaledVector( uv1, _v3.x );
- target.addScaledVector( uv2, _v3.y );
- target.addScaledVector( uv3, _v3.z );
-
- return target;
-
- },
-
- isFrontFacing: function ( a, b, c, direction ) {
-
- _v0$1.subVectors( c, b );
- _v1$3.subVectors( a, b );
-
- // strictly front facing
- return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
-
- }
-
- } );
-
- 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;
-
- },
-
- getArea: function () {
-
- _v0$1.subVectors( this.c, this.b );
- _v1$3.subVectors( this.a, this.b );
-
- return _v0$1.cross( _v1$3 ).length() * 0.5;
-
- },
-
- getMidpoint: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
- target = new Vector3();
-
- }
-
- return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
-
- },
-
- getNormal: function ( target ) {
-
- return Triangle.getNormal( this.a, this.b, this.c, target );
-
- },
-
- getPlane: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Triangle: .getPlane() target is now required' );
- target = new Plane();
-
- }
-
- return target.setFromCoplanarPoints( this.a, this.b, this.c );
-
- },
-
- getBarycoord: function ( point, target ) {
-
- return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
-
- },
-
- getUV: function ( point, uv1, uv2, uv3, target ) {
-
- return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
-
- },
-
- containsPoint: function ( point ) {
-
- return Triangle.containsPoint( point, this.a, this.b, this.c );
-
- },
-
- isFrontFacing: function ( direction ) {
-
- return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
-
- },
-
- intersectsBox: function ( box ) {
-
- return box.intersectsTriangle( this );
-
- },
-
- closestPointToPoint: function ( p, target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
- target = new Vector3();
-
- }
-
- var a = this.a, b = this.b, c = this.c;
- var v, w;
-
- // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
- // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
- // under the accompanying license; see chapter 5.1.5 for detailed explanation.
- // basically, we're distinguishing which of the voronoi regions of the triangle
- // the point lies in with the minimum amount of redundant computation.
-
- _vab.subVectors( b, a );
- _vac.subVectors( c, a );
- _vap.subVectors( p, a );
- var d1 = _vab.dot( _vap );
- var d2 = _vac.dot( _vap );
- if ( d1 <= 0 && d2 <= 0 ) {
-
- // vertex region of A; barycentric coords (1, 0, 0)
- return target.copy( a );
-
- }
-
- _vbp.subVectors( p, b );
- var d3 = _vab.dot( _vbp );
- var d4 = _vac.dot( _vbp );
- if ( d3 >= 0 && d4 <= d3 ) {
-
- // vertex region of B; barycentric coords (0, 1, 0)
- return target.copy( b );
-
- }
-
- var vc = d1 * d4 - d3 * d2;
- if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
-
- v = d1 / ( d1 - d3 );
- // edge region of AB; barycentric coords (1-v, v, 0)
- return target.copy( a ).addScaledVector( _vab, v );
-
- }
-
- _vcp.subVectors( p, c );
- var d5 = _vab.dot( _vcp );
- var d6 = _vac.dot( _vcp );
- if ( d6 >= 0 && d5 <= d6 ) {
-
- // vertex region of C; barycentric coords (0, 0, 1)
- return target.copy( c );
-
- }
-
- var vb = d5 * d2 - d1 * d6;
- if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
-
- w = d2 / ( d2 - d6 );
- // edge region of AC; barycentric coords (1-w, 0, w)
- return target.copy( a ).addScaledVector( _vac, w );
-
- }
-
- var va = d3 * d6 - d5 * d4;
- if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
-
- _vbc.subVectors( c, b );
- w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
- // edge region of BC; barycentric coords (0, 1-w, w)
- return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
-
- }
-
- // face region
- var denom = 1 / ( va + vb + vc );
- // u = va * denom
- v = vb * denom;
- w = vc * denom;
-
- return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
-
- },
-
- equals: function ( triangle ) {
-
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
-
- }
-
- } );
-
- /**
- * @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 };
-
- var _hslA = { h: 0, s: 0, l: 0 };
- var _hslB = { h: 0, s: 0, l: 0 };
-
- 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 );
-
- }
-
- function hue2rgb( p, q, t ) {
-
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
-
- }
-
- function SRGBToLinear( c ) {
-
- return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
-
- }
-
- function LinearToSRGB( c ) {
-
- return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
-
- }
-
- 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 ( 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 ) {
-
- return this.setColorName( style );
-
- }
-
- return this;
-
- },
-
- setColorName: function ( style ) {
-
- // 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 ( gammaFactor ) {
-
- this.copyGammaToLinear( this, gammaFactor );
-
- return this;
-
- },
-
- convertLinearToGamma: function ( gammaFactor ) {
-
- this.copyLinearToGamma( this, gammaFactor );
-
- return this;
-
- },
-
- copySRGBToLinear: function ( color ) {
-
- this.r = SRGBToLinear( color.r );
- this.g = SRGBToLinear( color.g );
- this.b = SRGBToLinear( color.b );
-
- return this;
-
- },
-
- copyLinearToSRGB: function ( color ) {
-
- this.r = LinearToSRGB( color.r );
- this.g = LinearToSRGB( color.g );
- this.b = LinearToSRGB( color.b );
-
- return this;
-
- },
-
- convertSRGBToLinear: function () {
-
- this.copySRGBToLinear( this );
-
- return this;
-
- },
-
- convertLinearToSRGB: function () {
-
- this.copyLinearToSRGB( this );
-
- 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 ( target ) {
-
- // h,s,l ranges are in 0.0 - 1.0
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Color: .getHSL() target is now required' );
- target = { 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;
-
- }
-
- target.h = hue;
- target.s = saturation;
- target.l = lightness;
-
- return target;
-
- },
-
- getStyle: function () {
-
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
-
- },
-
- offsetHSL: function ( h, s, l ) {
-
- this.getHSL( _hslA );
-
- _hslA.h += h; _hslA.s += s; _hslA.l += l;
-
- this.setHSL( _hslA.h, _hslA.s, _hslA.l );
-
- return this;
-
- },
-
- add: 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;
-
- },
-
- lerpHSL: function ( color, alpha ) {
-
- this.getHSL( _hslA );
- color.getHSL( _hslB );
-
- var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
- var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
- var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
-
- this.setHSL( h, s, l );
-
- 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();
-
- }
-
- } );
-
- Color.NAMES = _colorKeywords;
-
- /**
- * @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 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.blending = NormalBlending;
- this.side = FrontSide;
- this.flatShading = false;
- this.vertexTangents = 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.stencilWriteMask = 0xff;
- this.stencilFunc = AlwaysStencilFunc;
- this.stencilRef = 0;
- this.stencilFuncMask = 0xff;
- this.stencilFail = KeepStencilOp;
- this.stencilZFail = KeepStencilOp;
- this.stencilZPass = KeepStencilOp;
- this.stencilWrite = false;
-
- this.clippingPlanes = null;
- this.clipIntersection = false;
- this.clipShadows = false;
-
- this.shadowSide = null;
-
- this.colorWrite = true;
-
- this.precision = null; // override the renderer's default precision for this material
-
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
-
- this.dithering = false;
-
- this.alphaTest = 0;
- this.premultipliedAlpha = false;
-
- this.visible = true;
-
- this.toneMapped = true;
-
- this.userData = {};
-
- this.version = 0;
-
- }
-
- 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 {
-
- 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.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();
- if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
- if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
-
- if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
- if ( this.shininess !== undefined ) data.shininess = this.shininess;
- if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
- if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
-
- if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
-
- data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
- data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
-
- }
-
- if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
- if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
- if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
- if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
-
- if ( this.aoMap && this.aoMap.isTexture ) {
-
- data.aoMap = this.aoMap.toJSON( meta ).uuid;
- data.aoMapIntensity = this.aoMapIntensity;
-
- }
-
- if ( this.bumpMap && this.bumpMap.isTexture ) {
-
- data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
- data.bumpScale = this.bumpScale;
-
- }
-
- if ( this.normalMap && this.normalMap.isTexture ) {
-
- data.normalMap = this.normalMap.toJSON( meta ).uuid;
- data.normalMapType = this.normalMapType;
- data.normalScale = this.normalScale.toArray();
-
- }
-
- if ( this.displacementMap && this.displacementMap.isTexture ) {
-
- data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
- data.displacementScale = this.displacementScale;
- data.displacementBias = this.displacementBias;
-
- }
-
- if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
- if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
-
- if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
- if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
-
- if ( this.envMap && this.envMap.isTexture ) {
-
- data.envMap = this.envMap.toJSON( meta ).uuid;
- data.reflectivity = this.reflectivity; // Scale behind envMap
- data.refractionRatio = this.refractionRatio;
-
- if ( this.combine !== undefined ) data.combine = this.combine;
- if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
-
- }
-
- 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;
-
- data.stencilWrite = this.stencilWrite;
- data.stencilWriteMask = this.stencilWriteMask;
- data.stencilFunc = this.stencilFunc;
- data.stencilRef = this.stencilRef;
- data.stencilFuncMask = this.stencilFuncMask;
- data.stencilFail = this.stencilFail;
- data.stencilZFail = this.stencilZFail;
- data.stencilZPass = this.stencilZPass;
-
- // rotation (SpriteMaterial)
- if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
-
- if ( this.polygonOffset === true ) data.polygonOffset = true;
- if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
- if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
-
- if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
- if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
- if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
- if ( this.scale !== undefined ) data.scale = this.scale;
-
- if ( this.dithering === true ) data.dithering = true;
-
- if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
-
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
- if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
- if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
- if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
-
- if ( this.morphTargets === true ) data.morphTargets = true;
- if ( this.morphNormals === true ) data.morphNormals = true;
- if ( this.skinning === true ) data.skinning = true;
-
- if ( this.visible === false ) data.visible = false;
-
- if ( this.toneMapped === false ) data.toneMapped = false;
-
- if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
-
- // TODO: Copied from Object3D.toJSON
-
- function extractFromCache( cache ) {
-
- 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.blending = source.blending;
- this.side = source.side;
- this.flatShading = source.flatShading;
- this.vertexTangents = source.vertexTangents;
- this.vertexColors = source.vertexColors;
-
- this.opacity = source.opacity;
- this.transparent = source.transparent;
-
- this.blendSrc = source.blendSrc;
- this.blendDst = source.blendDst;
- this.blendEquation = source.blendEquation;
- this.blendSrcAlpha = source.blendSrcAlpha;
- this.blendDstAlpha = source.blendDstAlpha;
- this.blendEquationAlpha = source.blendEquationAlpha;
-
- this.depthFunc = source.depthFunc;
- this.depthTest = source.depthTest;
- this.depthWrite = source.depthWrite;
-
- this.stencilWriteMask = source.stencilWriteMask;
- this.stencilFunc = source.stencilFunc;
- this.stencilRef = source.stencilRef;
- this.stencilFuncMask = source.stencilFuncMask;
- this.stencilFail = source.stencilFail;
- this.stencilZFail = source.stencilZFail;
- this.stencilZPass = source.stencilZPass;
- this.stencilWrite = source.stencilWrite;
-
- 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;
- this.clipIntersection = source.clipIntersection;
- this.clipShadows = source.clipShadows;
-
- this.shadowSide = source.shadowSide;
-
- this.colorWrite = source.colorWrite;
-
- this.precision = source.precision;
-
- this.polygonOffset = source.polygonOffset;
- this.polygonOffsetFactor = source.polygonOffsetFactor;
- this.polygonOffsetUnits = source.polygonOffsetUnits;
-
- this.dithering = source.dithering;
-
- this.alphaTest = source.alphaTest;
- this.premultipliedAlpha = source.premultipliedAlpha;
-
- this.visible = source.visible;
-
- this.toneMapped = source.toneMapped;
-
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
-
- return this;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
- } );
-
- Object.defineProperty( Material.prototype, 'needsUpdate', {
-
- set: function ( value ) {
-
- if ( value === true ) this.version ++;
-
- }
-
- } );
-
- /**
- * @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.CubeTexture( [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.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 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.name = '';
-
- this.array = array;
- this.itemSize = itemSize;
- this.count = array !== undefined ? array.length / itemSize : 0;
- this.normalized = normalized === true;
-
- this.usage = StaticDrawUsage;
- this.updateRange = { offset: 0, count: - 1 };
-
- this.version = 0;
-
- }
-
- Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
-
- set: function ( value ) {
-
- if ( value === true ) this.version ++;
-
- }
-
- } );
-
- Object.assign( BufferAttribute.prototype, {
-
- isBufferAttribute: true,
-
- onUploadCallback: function () {},
-
- setUsage: function ( value ) {
-
- this.usage = value;
-
- return this;
-
- },
-
- copy: function ( source ) {
-
- this.name = source.name;
- this.array = new source.array.constructor( source.array );
- this.itemSize = source.itemSize;
- this.count = source.count;
- this.normalized = source.normalized;
-
- this.usage = source.usage;
-
- return this;
-
- },
-
- copyAt: 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;
-
- },
-
- 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 );
-
- },
-
- toJSON: function () {
-
- return {
- itemSize: this.itemSize,
- type: this.array.constructor.name,
- array: Array.prototype.slice.call( this.array ),
- normalized: this.normalized
- };
-
- }
-
- } );
-
- //
-
- 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.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 ] = {
- name: morphTargets[ i ].name,
- data: []
- };
-
- }
-
- 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 ] = {
- name: morphNormals[ i ].name,
- data: []
- };
-
- }
-
- 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;
-
- //
-
- if ( vertices.length > 0 && faces.length === 0 ) {
-
- console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
-
- }
-
- 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 ].data.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 ].data.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;
-
- if ( geometry.boundingSphere !== null ) {
-
- this.boundingSphere = geometry.boundingSphere.clone();
-
- }
-
- if ( geometry.boundingBox !== null ) {
-
- this.boundingBox = geometry.boundingBox.clone();
-
- }
-
- 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
-
- var _m1$2 = new Matrix4();
- var _obj = new Object3D();
- var _offset = new Vector3();
- var _box$2 = new Box3();
- var _boxMorphTargets = new Box3();
- var _vector$4 = new Vector3();
-
- 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.morphTargetsRelative = false;
-
- this.groups = [];
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
- this.drawRange = { start: 0, count: Infinity };
-
- this.userData = {};
-
- }
-
- 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;
-
- }
-
- },
-
- getAttribute: function ( name ) {
-
- return this.attributes[ name ];
-
- },
-
- setAttribute: function ( name, attribute ) {
-
- this.attributes[ name ] = attribute;
-
- return this;
-
- },
-
- deleteAttribute: 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;
-
- }
-
- var tangent = this.attributes.tangent;
-
- if ( tangent !== undefined ) {
-
- var normalMatrix = new Matrix3().getNormalMatrix( matrix );
-
- // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
- normalMatrix.applyToBufferAttribute( tangent );
- tangent.needsUpdate = true;
-
- }
-
- if ( this.boundingBox !== null ) {
-
- this.computeBoundingBox();
-
- }
-
- if ( this.boundingSphere !== null ) {
-
- this.computeBoundingSphere();
-
- }
-
- return this;
-
- },
-
- rotateX: function ( angle ) {
-
- // rotate geometry around world x-axis
-
- _m1$2.makeRotationX( angle );
-
- this.applyMatrix( _m1$2 );
-
- return this;
-
- },
-
- rotateY: function ( angle ) {
-
- // rotate geometry around world y-axis
-
- _m1$2.makeRotationY( angle );
-
- this.applyMatrix( _m1$2 );
-
- return this;
-
- },
-
- rotateZ: function ( angle ) {
-
- // rotate geometry around world z-axis
-
- _m1$2.makeRotationZ( angle );
-
- this.applyMatrix( _m1$2 );
-
- return this;
-
- },
-
- translate: function ( x, y, z ) {
-
- // translate geometry
-
- _m1$2.makeTranslation( x, y, z );
-
- this.applyMatrix( _m1$2 );
-
- return this;
-
- },
-
- scale: function ( x, y, z ) {
-
- // scale geometry
-
- _m1$2.makeScale( x, y, z );
-
- this.applyMatrix( _m1$2 );
-
- return this;
-
- },
-
- lookAt: function ( vector ) {
-
- _obj.lookAt( vector );
-
- _obj.updateMatrix();
-
- this.applyMatrix( _obj.matrix );
-
- return this;
-
- },
-
- center: function () {
-
- this.computeBoundingBox();
-
- this.boundingBox.getCenter( _offset ).negate();
-
- this.translate( _offset.x, _offset.y, _offset.z );
-
- return this;
-
- },
-
- 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.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
- this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
-
- if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
-
- var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
-
- this.setAttribute( '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.setAttribute( '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.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
-
- if ( geometry.normals.length > 0 ) {
-
- var normals = new Float32Array( geometry.normals.length * 3 );
- this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
-
- }
-
- if ( geometry.colors.length > 0 ) {
-
- var colors = new Float32Array( geometry.colors.length * 3 );
- this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
-
- }
-
- if ( geometry.uvs.length > 0 ) {
-
- var uvs = new Float32Array( geometry.uvs.length * 2 );
- this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
-
- }
-
- if ( geometry.uvs2.length > 0 ) {
-
- var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
- this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
-
- }
-
- // 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.data.length * 3, 3 );
- attribute.name = morphTarget.name;
-
- array.push( attribute.copyVector3sArray( morphTarget.data ) );
-
- }
-
- this.morphAttributes[ name ] = array;
-
- }
-
- // skinning
-
- if ( geometry.skinIndices.length > 0 ) {
-
- var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
- this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
-
- }
-
- if ( geometry.skinWeights.length > 0 ) {
-
- var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
- this.setAttribute( '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;
- var morphAttributesPosition = this.morphAttributes.position;
-
- if ( position !== undefined ) {
-
- this.boundingBox.setFromBufferAttribute( position );
-
- // process morph attributes if present
-
- if ( morphAttributesPosition ) {
-
- for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
-
- var morphAttribute = morphAttributesPosition[ i ];
- _box$2.setFromBufferAttribute( morphAttribute );
-
- if ( this.morphTargetsRelative ) {
-
- _vector$4.addVectors( this.boundingBox.min, _box$2.min );
- this.boundingBox.expandByPoint( _vector$4 );
-
- _vector$4.addVectors( this.boundingBox.max, _box$2.max );
- this.boundingBox.expandByPoint( _vector$4 );
-
- } else {
-
- this.boundingBox.expandByPoint( _box$2.min );
- this.boundingBox.expandByPoint( _box$2.max );
-
- }
-
- }
-
- }
-
- } else {
-
- this.boundingBox.makeEmpty();
-
- }
-
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
-
- console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
-
- }
-
- },
-
- computeBoundingSphere: function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new Sphere();
-
- }
-
- var position = this.attributes.position;
- var morphAttributesPosition = this.morphAttributes.position;
-
- if ( position ) {
-
- // first, find the center of the bounding sphere
-
- var center = this.boundingSphere.center;
-
- _box$2.setFromBufferAttribute( position );
-
- // process morph attributes if present
-
- if ( morphAttributesPosition ) {
-
- for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
-
- var morphAttribute = morphAttributesPosition[ i ];
- _boxMorphTargets.setFromBufferAttribute( morphAttribute );
-
- if ( this.morphTargetsRelative ) {
-
- _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
- _box$2.expandByPoint( _vector$4 );
-
- _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
- _box$2.expandByPoint( _vector$4 );
-
- } else {
-
- _box$2.expandByPoint( _boxMorphTargets.min );
- _box$2.expandByPoint( _boxMorphTargets.max );
-
- }
-
- }
-
- }
-
- _box$2.getCenter( center );
-
- // second, try to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = position.count; i < il; i ++ ) {
-
- _vector$4.fromBufferAttribute( position, i );
-
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
-
- }
-
- // process morph attributes if present
-
- if ( morphAttributesPosition ) {
-
- for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
-
- var morphAttribute = morphAttributesPosition[ i ];
- var morphTargetsRelative = this.morphTargetsRelative;
-
- for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
-
- _vector$4.fromBufferAttribute( morphAttribute, j );
-
- if ( morphTargetsRelative ) {
-
- _offset.fromBufferAttribute( position, j );
- _vector$4.add( _offset );
-
- }
-
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
-
- }
-
- }
-
- }
-
- 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;
-
- if ( attributes.position ) {
-
- var positions = attributes.position.array;
-
- if ( attributes.normal === undefined ) {
-
- this.setAttribute( '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;
-
- for ( var i = 0, il = index.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;
-
- console.warn(
- 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
- + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
- );
-
- }
-
- 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 attributeOffset = attribute2.itemSize * offset;
- var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
-
- for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
-
- attributeArray1[ j ] = attributeArray2[ i ];
-
- }
-
- }
-
- return this;
-
- },
-
- normalizeNormals: function () {
-
- var normals = this.attributes.normal;
-
- for ( var i = 0, il = normals.count; i < il; i ++ ) {
-
- _vector$4.x = normals.getX( i );
- _vector$4.y = normals.getY( i );
- _vector$4.z = normals.getZ( i );
-
- _vector$4.normalize();
-
- normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
-
- }
-
- },
-
- toNonIndexed: function () {
-
- function convertBufferAttribute( attribute, indices ) {
-
- 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 ++ ];
-
- }
-
- }
-
- return new BufferAttribute( array2, itemSize );
-
- }
-
- //
-
- 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;
-
- // attributes
-
- for ( var name in attributes ) {
-
- var attribute = attributes[ name ];
-
- var newAttribute = convertBufferAttribute( attribute, indices );
-
- geometry2.setAttribute( name, newAttribute );
-
- }
-
- // morph attributes
-
- var morphAttributes = this.morphAttributes;
-
- for ( name in morphAttributes ) {
-
- var morphArray = [];
- var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
-
- for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
-
- var attribute = morphAttribute[ i ];
-
- var newAttribute = convertBufferAttribute( attribute, indices );
-
- morphArray.push( newAttribute );
-
- }
-
- geometry2.morphAttributes[ name ] = morphArray;
-
- }
-
- geometry2.morphTargetsRelative = this.morphTargetsRelative;
-
- // groups
-
- var groups = this.groups;
-
- for ( var i = 0, l = groups.length; i < l; i ++ ) {
-
- var group = groups[ i ];
- geometry2.addGroup( group.start, group.count, group.materialIndex );
-
- }
-
- 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 ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
-
- 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 ) {
-
- data.data.index = {
- type: index.array.constructor.name,
- array: Array.prototype.slice.call( index.array )
- };
-
- }
-
- var attributes = this.attributes;
-
- for ( var key in attributes ) {
-
- var attribute = attributes[ key ];
-
- var attributeData = attribute.toJSON();
-
- if ( attribute.name !== '' ) attributeData.name = attribute.name;
-
- data.data.attributes[ key ] = attributeData;
-
- }
-
- var morphAttributes = {};
- var hasMorphAttributes = false;
-
- for ( var key in this.morphAttributes ) {
-
- var attributeArray = this.morphAttributes[ key ];
-
- var array = [];
-
- for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
-
- var attribute = attributeArray[ i ];
-
- var attributeData = attribute.toJSON();
-
- if ( attribute.name !== '' ) attributeData.name = attribute.name;
-
- array.push( attributeData );
-
- }
-
- if ( array.length > 0 ) {
-
- morphAttributes[ key ] = array;
-
- hasMorphAttributes = true;
-
- }
-
- }
-
- if ( hasMorphAttributes ) {
-
- data.data.morphAttributes = morphAttributes;
- data.data.morphTargetsRelative = this.morphTargetsRelative;
-
- }
-
- 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.setAttribute( 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;
-
- }
-
- this.morphTargetsRelative = source.morphTargetsRelative;
-
- // 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;
-
- // user data
-
- this.userData = source.userData;
-
- return this;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
- } );
-
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author jonobr1 / http://jonobr1.com/
- */
-
- 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 _morphA = new Vector3();
- var _morphB = new Vector3();
- var _morphC = new Vector3();
-
- var _uvA = new Vector2();
- var _uvB = new Vector2();
- var _uvC = new Vector2();
-
- var _intersectionPoint = new Vector3();
- var _intersectionPointWorld = new Vector3();
-
- 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 ) {
-
- console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
-
- }
-
- }
-
- },
-
- raycast: function ( 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;
-
- }
-
- // check unsupported draw modes
-
- if ( this.drawMode !== TrianglesDrawMode ) {
-
- console.warn( 'THREE.Mesh: TriangleStripDrawMode and TriangleFanDrawMode are not supported by .raycast().' );
- return;
-
- }
-
- var intersection;
-
- if ( geometry.isBufferGeometry ) {
-
- var a, b, c;
- var index = geometry.index;
- var position = geometry.attributes.position;
- var morphPosition = geometry.morphAttributes.position;
- var morphTargetsRelative = geometry.morphTargetsRelative;
- var uv = geometry.attributes.uv;
- var uv2 = geometry.attributes.uv2;
- var groups = geometry.groups;
- var drawRange = geometry.drawRange;
- var i, j, il, jl;
- var group, groupMaterial;
- var start, end;
-
- if ( index !== null ) {
-
- // indexed buffer geometry
-
- if ( Array.isArray( material ) ) {
-
- for ( i = 0, il = groups.length; i < il; i ++ ) {
-
- group = groups[ i ];
- groupMaterial = material[ group.materialIndex ];
-
- start = Math.max( group.start, drawRange.start );
- end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
-
- for ( j = start, jl = end; j < jl; j += 3 ) {
-
- a = index.getX( j );
- b = index.getX( j + 1 );
- c = index.getX( j + 2 );
-
- intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
-
- if ( intersection ) {
-
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
-
- }
-
- }
-
- }
-
- } else {
-
- start = Math.max( 0, drawRange.start );
- end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
-
- for ( i = start, il = end; i < il; i += 3 ) {
-
- a = index.getX( i );
- b = index.getX( i + 1 );
- c = index.getX( i + 2 );
-
- intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
-
- if ( intersection ) {
-
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
- intersects.push( intersection );
-
- }
-
- }
-
- }
-
- } else if ( position !== undefined ) {
-
- // non-indexed buffer geometry
-
- if ( Array.isArray( material ) ) {
-
- for ( i = 0, il = groups.length; i < il; i ++ ) {
-
- group = groups[ i ];
- groupMaterial = material[ group.materialIndex ];
-
- start = Math.max( group.start, drawRange.start );
- end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
-
- for ( j = start, jl = end; j < jl; j += 3 ) {
-
- a = j;
- b = j + 1;
- c = j + 2;
-
- intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
-
- if ( intersection ) {
-
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
-
- }
-
- }
-
- }
-
- } else {
-
- start = Math.max( 0, drawRange.start );
- end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
-
- for ( i = start, il = end; i < il; i += 3 ) {
-
- a = i;
- b = i + 1;
- c = i + 2;
-
- intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
-
- if ( intersection ) {
-
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
- intersects.push( intersection );
-
- }
-
- }
-
- }
-
- }
-
- } else if ( geometry.isGeometry ) {
-
- 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 ];
-
- 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 = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
-
- }
-
- intersection.face = face;
- intersection.faceIndex = f;
- intersects.push( intersection );
-
- }
-
- }
-
- }
-
- },
-
- clone: function () {
-
- return new this.constructor( this.geometry, this.material ).copy( this );
-
- }
-
- } );
-
- 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, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
-
- _vA.fromBufferAttribute( position, a );
- _vB.fromBufferAttribute( position, b );
- _vC.fromBufferAttribute( position, c );
-
- var morphInfluences = object.morphTargetInfluences;
-
- if ( material.morphTargets && morphPosition && morphInfluences ) {
-
- _morphA.set( 0, 0, 0 );
- _morphB.set( 0, 0, 0 );
- _morphC.set( 0, 0, 0 );
-
- for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
-
- var influence = morphInfluences[ i ];
- var morphAttribute = morphPosition[ i ];
-
- if ( influence === 0 ) continue;
-
- _tempA.fromBufferAttribute( morphAttribute, a );
- _tempB.fromBufferAttribute( morphAttribute, b );
- _tempC.fromBufferAttribute( morphAttribute, c );
-
- if ( morphTargetsRelative ) {
-
- _morphA.addScaledVector( _tempA, influence );
- _morphB.addScaledVector( _tempB, influence );
- _morphC.addScaledVector( _tempC, influence );
-
- } else {
-
- _morphA.addScaledVector( _tempA.sub( _vA ), influence );
- _morphB.addScaledVector( _tempB.sub( _vB ), influence );
- _morphC.addScaledVector( _tempC.sub( _vC ), influence );
-
- }
-
- }
-
- _vA.add( _morphA );
- _vB.add( _morphB );
- _vC.add( _morphC );
-
- }
-
- var intersection = checkIntersection( 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 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
-
- }
-
- if ( uv2 ) {
-
- _uvA.fromBufferAttribute( uv2, a );
- _uvB.fromBufferAttribute( uv2, b );
- _uvC.fromBufferAttribute( uv2, c );
-
- intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
-
- }
-
- var face = new Face3( a, b, c );
- Triangle.getNormal( _vA, _vB, _vC, face.normal );
-
- intersection.face = face;
-
- }
-
- return intersection;
-
- }
-
- /**
- * @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
- var _m1$3 = new Matrix4();
- var _obj$1 = new Object3D();
- var _offset$1 = new Vector3();
-
- 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 ( angle ) {
-
- // rotate geometry around world x-axis
-
- _m1$3.makeRotationX( angle );
-
- this.applyMatrix( _m1$3 );
-
- return this;
-
- },
-
- rotateY: function ( angle ) {
-
- // rotate geometry around world y-axis
-
- _m1$3.makeRotationY( angle );
-
- this.applyMatrix( _m1$3 );
-
- return this;
-
- },
-
- rotateZ: function ( angle ) {
-
- // rotate geometry around world z-axis
-
- _m1$3.makeRotationZ( angle );
-
- this.applyMatrix( _m1$3 );
-
- return this;
-
- },
-
- translate: function ( x, y, z ) {
-
- // translate geometry
-
- _m1$3.makeTranslation( x, y, z );
-
- this.applyMatrix( _m1$3 );
-
- return this;
-
- },
-
- scale: function ( x, y, z ) {
-
- // scale geometry
-
- _m1$3.makeScale( x, y, z );
-
- this.applyMatrix( _m1$3 );
-
- return this;
-
- },
-
- lookAt: function ( vector ) {
-
- _obj$1.lookAt( vector );
-
- _obj$1.updateMatrix();
-
- this.applyMatrix( _obj$1.matrix );
-
- return this;
-
- },
-
- fromBufferGeometry: function ( geometry ) {
-
- var scope = this;
-
- var indices = geometry.index !== null ? geometry.index.array : undefined;
- var attributes = geometry.attributes;
-
- if ( attributes.position === undefined ) {
-
- console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
- return this;
-
- }
-
- 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 ] = [];
-
- for ( var i = 0; i < positions.length; i += 3 ) {
-
- scope.vertices.push( new Vector3().fromArray( positions, i ) );
-
- if ( colors !== undefined ) {
-
- scope.colors.push( new Color().fromArray( colors, i ) );
-
- }
-
- }
-
- function addFace( a, b, c, materialIndex ) {
-
- var vertexColors = ( colors === undefined ) ? [] : [
- scope.colors[ a ].clone(),
- scope.colors[ b ].clone(),
- scope.colors[ c ].clone() ];
-
- var vertexNormals = ( normals === undefined ) ? [] : [
- new Vector3().fromArray( normals, a * 3 ),
- new Vector3().fromArray( normals, b * 3 ),
- new Vector3().fromArray( normals, c * 3 )
- ];
-
- var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
-
- scope.faces.push( face );
-
- if ( uvs !== undefined ) {
-
- scope.faceVertexUvs[ 0 ].push( [
- new Vector2().fromArray( uvs, a * 2 ),
- new Vector2().fromArray( uvs, b * 2 ),
- new Vector2().fromArray( uvs, c * 2 )
- ] );
-
- }
-
- if ( uvs2 !== undefined ) {
-
- scope.faceVertexUvs[ 1 ].push( [
- new Vector2().fromArray( uvs2, a * 2 ),
- new Vector2().fromArray( uvs2, b * 2 ),
- new Vector2().fromArray( uvs2, c * 2 )
- ] );
-
- }
-
- }
-
- 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();
-
- this.boundingBox.getCenter( _offset$1 ).negate();
-
- this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
-
- return this;
-
- },
-
- 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;
-
- }
-
- },
-
- 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,
- 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 ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
-
- var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
-
- if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
-
- for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
-
- var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
-
- for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
-
- uvsCopy.push( uvs2[ k ].clone() );
-
- }
-
- this.faceVertexUvs[ i ].push( uvsCopy );
-
- }
-
- }
-
- },
-
- mergeMesh: function ( mesh ) {
-
- if ( ! ( mesh && mesh.isMesh ) ) {
-
- console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
- return;
-
- }
-
- if ( 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/
- * @author Mugen87 / https://github.com/Mugen87
- */
-
- // BoxGeometry
-
- class BoxGeometry extends Geometry {
-
- constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
- super();
-
- 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();
-
- }
-
- }
-
- // BoxBufferGeometry
-
- class BoxBufferGeometry extends BufferGeometry {
-
- constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
- super();
-
- 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.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
-
- function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
-
- 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;
-
- }
-
- }
-
- }
-
- /**
- * Uniform Utilities
- */
-
- function cloneUniforms( src ) {
-
- var dst = {};
-
- for ( var u in src ) {
-
- dst[ u ] = {};
-
- for ( var p in src[ u ] ) {
-
- var property = src[ u ][ p ];
-
- if ( property && ( property.isColor ||
- property.isMatrix3 || property.isMatrix4 ||
- property.isVector2 || property.isVector3 || property.isVector4 ||
- property.isTexture ) ) {
-
- dst[ u ][ p ] = property.clone();
-
- } else if ( Array.isArray( property ) ) {
-
- dst[ u ][ p ] = property.slice();
-
- } else {
-
- dst[ u ][ p ] = property;
-
- }
-
- }
-
- }
-
- return dst;
-
- }
-
- function mergeUniforms( uniforms ) {
-
- var merged = {};
-
- for ( var u = 0; u < uniforms.length; u ++ ) {
-
- var tmp = cloneUniforms( uniforms[ u ] );
-
- for ( var p in tmp ) {
-
- merged[ p ] = tmp[ p ];
-
- }
-
- }
-
- return merged;
-
- }
-
- // Legacy
-
- var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
-
- var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
-
- var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
-
- /**
- * @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 = default_vertex;
- this.fragmentShader = default_fragment;
-
- this.linewidth = 1;
-
- this.wireframe = false;
- this.wireframeLinewidth = 1;
-
- this.fog = false; // set to use scene fog
- this.lights = false; // set to use scene lights
- this.clipping = false; // set to use user-defined clipping planes
-
- this.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;
- this.uniformsNeedUpdate = false;
-
- 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 = cloneUniforms( source.uniforms );
-
- this.defines = Object.assign( {}, source.defines );
-
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
-
- this.lights = source.lights;
- this.clipping = source.clipping;
-
- this.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 = {};
-
- for ( var name in this.uniforms ) {
-
- var uniform = this.uniforms[ name ];
- var value = uniform.value;
-
- if ( value && value.isTexture ) {
-
- data.uniforms[ name ] = {
- type: 't',
- value: value.toJSON( meta ).uuid
- };
-
- } else if ( value && value.isColor ) {
-
- data.uniforms[ name ] = {
- type: 'c',
- value: value.getHex()
- };
-
- } else if ( value && value.isVector2 ) {
-
- data.uniforms[ name ] = {
- type: 'v2',
- value: value.toArray()
- };
-
- } else if ( value && value.isVector3 ) {
-
- data.uniforms[ name ] = {
- type: 'v3',
- value: value.toArray()
- };
-
- } else if ( value && value.isVector4 ) {
-
- data.uniforms[ name ] = {
- type: 'v4',
- value: value.toArray()
- };
-
- } else if ( value && value.isMatrix3 ) {
-
- data.uniforms[ name ] = {
- type: 'm3',
- value: value.toArray()
- };
-
- } else if ( value && value.isMatrix4 ) {
-
- data.uniforms[ name ] = {
- type: 'm4',
- value: value.toArray()
- };
-
- } else {
-
- data.uniforms[ name ] = {
- value: value
- };
-
- // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
-
- }
-
- }
-
- if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
-
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
-
- var extensions = {};
-
- for ( var key in this.extensions ) {
-
- if ( this.extensions[ key ] === true ) extensions[ key ] = true;
-
- }
-
- if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
-
- return data;
-
- };
-
- /**
- * @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();
- this.projectionMatrixInverse = 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 );
- this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
-
- return this;
-
- },
-
- getWorldDirection: function ( target ) {
-
- if ( target === undefined ) {
-
- console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
- target = new Vector3();
-
- }
-
- this.updateMatrixWorld( true );
-
- var e = this.matrixWorld.elements;
-
- return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
-
- },
-
- updateMatrixWorld: function ( force ) {
-
- Object3D.prototype.updateMatrixWorld.call( this, force );
-
- this.matrixWorldInverse.getInverse( this.matrixWorld );
-
- },
-
- clone: function () {
-
- return new this.constructor().copy( this );
-
- }
-
- } );
-
- /**
- * @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.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
- setViewOffset: 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 );
-
- this.projectionMatrixInverse.getInverse( this.projectionMatrix );
-
- },
-
- 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;
-
- }
-
- } );
-
- /**
- * Camera for rendering cube maps
- * - renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
-
- var fov = 90, aspect = 1;
-
- function CubeCamera( near, far, cubeResolution, options ) {
-
- Object3D.call( this );
-
- this.type = 'CubeCamera';
-
- 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 );
-
- options = 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 currentRenderTarget = renderer.getRenderTarget();
-
- var renderTarget = this.renderTarget;
- var generateMipmaps = renderTarget.texture.generateMipmaps;
-
- renderTarget.texture.generateMipmaps = false;
-
- renderer.setRenderTarget( renderTarget, 0 );
- renderer.render( scene, cameraPX );
-
- renderer.setRenderTarget( renderTarget, 1 );
- renderer.render( scene, cameraNX );
-
- renderer.setRenderTarget( renderTarget, 2 );
- renderer.render( scene, cameraPY );
-
- renderer.setRenderTarget( renderTarget, 3 );
- renderer.render( scene, cameraNY );
-
- renderer.setRenderTarget( renderTarget, 4 );
- renderer.render( scene, cameraPZ );
-
- renderTarget.texture.generateMipmaps = generateMipmaps;
-
- renderer.setRenderTarget( renderTarget, 5 );
- renderer.render( scene, cameraNZ );
-
- renderer.setRenderTarget( currentRenderTarget );
-
- };
-
- this.clear = function ( renderer, color, depth, stencil ) {
-
- var currentRenderTarget = renderer.getRenderTarget();
-
- var renderTarget = this.renderTarget;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- renderer.setRenderTarget( renderTarget, i );
-
- renderer.clear( color, depth, stencil );
-
- }
-
- renderer.setRenderTarget( currentRenderTarget );
-
- };
-
- }
-
- CubeCamera.prototype = Object.create( Object3D.prototype );
- CubeCamera.prototype.constructor = CubeCamera;
-
- /**
- * @author alteredq / http://alteredqualia.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
- function WebGLRenderTargetCube( width, height, options ) {
-
- WebGLRenderTarget.call( this, width, height, options );
-
- }
-
- WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
- WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
-
- WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
-
- WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
-
- this.texture.type = texture.type;
- this.texture.format = texture.format;
- this.texture.encoding = texture.encoding;
-
- var scene = new Scene();
-
- var shader = {
-
- uniforms: {
- tEquirect: { value: null },
- },
-
- vertexShader: [
-
- "varying vec3 vWorldDirection;",
-
- "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
-
- " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
-
- "}",
-
- "void main() {",
-
- " vWorldDirection = transformDirection( position, modelMatrix );",
-
- " #include ",
- " #include ",
-
- "}"
-
- ].join( '\n' ),
-
- fragmentShader: [
-
- "uniform sampler2D tEquirect;",
-
- "varying vec3 vWorldDirection;",
-
- "#define RECIPROCAL_PI 0.31830988618",
- "#define RECIPROCAL_PI2 0.15915494",
-
- "void main() {",
-
- " vec3 direction = normalize( vWorldDirection );",
-
- " vec2 sampleUV;",
-
- " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
-
- " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
-
- " gl_FragColor = texture2D( tEquirect, sampleUV );",
-
- "}"
-
- ].join( '\n' ),
- };
-
- var material = new ShaderMaterial( {
-
- type: 'CubemapFromEquirect',
-
- uniforms: cloneUniforms( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader,
- side: BackSide,
- blending: NoBlending
-
- } );
-
- material.uniforms.tEquirect.value = texture;
-
- var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
-
- scene.add( mesh );
-
- var camera = new CubeCamera( 1, 10, 1 );
-
- camera.renderTarget = this;
- camera.renderTarget.texture.name = 'CubeCameraTexture';
-
- camera.update( renderer, scene );
-
- mesh.geometry.dispose();
- mesh.material.dispose();
-
- return this;
-
- };
-
- /**
- * @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 || null, width: width || 1, height: height || 1 };
-
- this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
- this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
-
- this.generateMipmaps = false;
- this.flipY = false;
- this.unpackAlignment = 1;
-
- this.needsUpdate = true;
-
- }
-
- DataTexture.prototype = Object.create( Texture.prototype );
- DataTexture.prototype.constructor = DataTexture;
-
- DataTexture.prototype.isDataTexture = true;
-
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://clara.io
- */
-
- var _sphere$1 = new Sphere();
- var _vector$5 = new Vector3();
-
- 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 ( object ) {
-
- var geometry = object.geometry;
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
-
- return this.intersectsSphere( _sphere$1 );
-
- },
-
- intersectsSprite: function ( sprite ) {
-
- _sphere$1.center.set( 0, 0, 0 );
- _sphere$1.radius = 0.7071067811865476;
- _sphere$1.applyMatrix4( sprite.matrixWorld );
-
- return this.intersectsSphere( _sphere$1 );
-
- },
-
- 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 ( box ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- var plane = planes[ i ];
-
- // corner at max distance
-
- _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
-
- if ( plane.distanceToPoint( _vector$5 ) < 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;
-
- }
-
- } );
-
- var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
-
- var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
-
- var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
-
- var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
-
- var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
-
- var begin_vertex = "vec3 transformed = vec3( position );";
-
- var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
-
- var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
-
- var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\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\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
-
- var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
-
- var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
-
- var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
-
- var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
-
- 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";
-
- 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#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\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( sampler2D envMap, 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";
-
- var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
-
- var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
-
- var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
-
- var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
-
- var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
-
- var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
-
- var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = 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 = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
-
- var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_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";
-
- var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
-
- var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
-
- var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
-
- var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
-
- var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
-
- var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
-
- var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
-
- var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
-
- var gradientmap_pars_fragment = "#ifdef 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";
-
- var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
-
- var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
-
- var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
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- var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\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 ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
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- var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, 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 roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\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";
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- var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
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- 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)";
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- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
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- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
-
- var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? 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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? 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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? 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\t#pragma unroll_loop\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 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\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#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
-
- var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\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 defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
-
- var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
-
- var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
-
- var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
-
- var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
-
- var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
-
- var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
-
- var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
-
- var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
-
- var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
-
- var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
-
- var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
-
- var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
-
- var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\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 *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
-
- var normal_fragment_begin = "#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\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
-
- var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
-
- var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\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\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
-
- var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
-
- var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
-
- var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
-
- var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpack2HalfToRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
-
- var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
-
- var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
-
- var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
-
- var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
-
- var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
-
- var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
-
- var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpack2HalfToRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat 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 ) + 0.5 ) * texelSize;\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\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat 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#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
-
- var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
-
- var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
-
- var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? 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}";
-
- var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
-
- var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
-
- var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
-
- var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
-
- var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
-
- var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
-
- var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
-
- var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
-
- var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
-
- var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
-
- var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
-
- var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
-
- var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#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 = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
-
- var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}";
-
- var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
-
- var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}";
-
- var cube_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\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( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\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}";
-
- 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}";
-
- 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}";
-
- var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\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\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}";
-
- var equirect_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \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}";
-
- 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}";
-
- 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 \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}";
-
- 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}";
-
- var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \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#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \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}";
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- var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \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}";
-
- var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include